Contest:New Cabin Contest

  New Cabin Contest

 Ok, so for months and months, pretty much ever since we added the last round of cabins last summer, someone always asks or brings up wanting to add more. As there are hundreds of Greek gods, it isn't realistic to add endlessly, as so many scopes and powers overlap. Not to mention a handful really can't have cabins for various reasons.Well for a special contest, a one time only event, we are going to let you guys compete for a new cabin idea. The rules however will be strict, and it will not be easy. The Admin team also reserves the right to call no-winner, in the event that the entries don't really meet the requirements.I know the criteria and rules are harsh, but if you take this seriously and work hard, we might consider running it again in 6 to 12 months, but ONLY if you take this contest seriously and really put in a good effort.

The criteria and rules may seem harsh, but adding a new cabin is not something we do lightly, and therefore must be taken very seriously and must have a good amount of effort put into this. As I said above and stress again, the Admin Team reserves the right to DQ everyone, if no entries are reasonable.

Criteria

 * 1) God or Goddess
 * 2) What does their cabin look like?
 * 3) A list of powers (though if it wins, the Admin team reserves the right to tweak, reword if deemed necessary. The idea here is to just have a general idea of powers you think would work for the cabin. They don't have to be perfect, as long as they are workable, we can tweak to make sure they are worded perfectly later)
 * 4) As part of winning means you get to be head counsellor, you must have the character done up as well.

Rules

 * You must be at least a level 5, or becoming a level 5 prior to the last day of the month.
 * Only one entry per user
 * Entries must be in by the 29th in order to qualify.
 * It cannot be someone who can't actively have kids. So gods/goddesses like Atlas, Kronos, Oceanus, Ouranos, Gaea, Leto etc. Basically anyone that is faded, dead, cut into a million pieces, in tartarus, exiled for going against the gods, etc.
 * If there are minor overlaps of gods/goddesses who already have cabins, that may be overlooked, but any major overlaps will cause it to be DQ'd. For instance, we have more than enough water/ocean gods, love gods, and fear/terror type gods.
 * Their scope should be something that gives room for good powers. For example, if it was a goddess of childbirth, and nothing else. Let's face it, you might be able to scrape up a few power ideas from that, but it won't be many and it'll probably end up a very un-popular cabin. We don't need un-popular cabins that are always almost empty.
 * It can only be one god/goddess not a group
 * It must be a Greek god/goddess. If you aren't sure, Theoi is the best source for all things Greek

How Voting Will Work
For this voting will be a two-step process.


 * 1) The first round will be between admins and bcrats only (any who have not entered the contest that is). We will sort through and decide if any (or maybe all) should be dq'd.
 * 2) If any remain after the first round, because this effects the entire wiki, we will put the remaining entries up for a wiki wide vote. The vote will remain open for 2 days. Whoever has the most votes at the end of that time, will be the winner. Only level 5's and up will be permitted to vote. If there is a tie, it will be broken by an Admin team majority. If only 1 entry remains after the first round, we'll still hold a poll to see if the wiki likes the idea and wants it as a cabin.

Prizes
The winner will:


 * 1) Their character will count as a minor character
 * 2) They will have a whole month as head counsellor where no one else can challenge

The Runner-Up will:


 * 1) Their character will have to go through claiming, but they will have the lieutenant counselor spot of the winning cabin reserved for them, if they want it.
 * 2) They will have a whole month as lieutenant counsellor where no one else can challenge

Jrite - Phanes
God: Phanes, God of Creation and Procreation

Cabin Description
Phanes Cabin is one that has an extremely strange appearance, the cabin resembles a giant silver egg. There is no entrance, or windows, only children of Phanes are able to walk right through the surface of the cabin, as if it were a bubble. The interior of the cabin, is just pure beauty, it is life in its purest form. There are trees lined throughout the cabin with wild flowers and bushes popping up everywhere, the children sleep in hammocks strung between two trees and keep their stuff in alcoves with in the trees. On the one side of the cabin there is a small stream, the delivers clean fresh drinking water to the Phanes demigods. There are also animals constantly moving through the cabin, these animals are rather friendly, and never attack the demigods unless ordered.

Powers
Offensive

Children of Phanes are able to create a copy of their opponent, to fight for them, however the longer this is held the more energy is used

Children of Phanes are able to project an animal or monster into life to attack their opponents for a short period of time, however the longer the projection is held the more energy is used

Defensive

Children of Phanes are able to create a tree out of their imaginations, in order to block an attack or slow down an opponent, however the tree disappears quickly after

Children of Phanes are able to create a generate an animal into existence as a means of protection, however this animals will only remain in existence to block one attack

Passive

Children of Phanes share a minor empathic link with every living thing on earth, as their father was the primal generator of life

<p style="color:rgb(0,0,0);">Children of Phanes are able to create a means of sustenance at anytime

<p style="color:rgb(0,0,0);">Children of Phanes are able to tell a persons ancestry just by looking at them

<h5 style="color:rgb(0,0,0);">Supplementary

<p style="color:rgb(0,0,0);">Children of Phanes are able to heal wounds by creating new skin for the being that was harmed

<p style="color:rgb(0,0,0);">Children of Phanes are able to generate an animal on which they can ride, however the larger the animal or the longer it is sustained the more energy is used

<p style="color:rgb(0,0,0);">Children of Phanes are able to create a poison and its antidote at any time

<h5 style="color:rgb(0,0,0);">Counsellor Power

<p style="color:rgb(0,0,0);">In rare cases Children of Phanes are able to create a stampede of animals, however the more animals created the more energy is used

<p style="color:rgb(0,0,0);">Or

<p style="color:rgb(0,0,0);">In rare cases Children of Phanes are able to create five copies of humans, to be used as their own fleet of warriors, however the longer these creations last the more energy is used

<h5 style="color:rgb(0,0,0);">Traits

<p style="color:rgb(0,0,0);">Children of Phanes are very imaginative

<p style="color:rgb(0,0,0);">Children of Phanes make great parents

Counsellor
<p style="color:rgb(0,0,0);">Cade Moore

<p style="color:rgb(0,0,0);">WIP

<p style="color:rgb(0,0,0);">

Mika - Atë
The goddess for my cabin is Atë, the goddess of delusion, infatuation, folly, recklessness, impulse, and rash action.



Offensive

 * Children of Ate

Supplementary

 * Children of Ate can cause a person to fall into a intense, yet somewhat maniacal, sense of courage for a limited time that makes them lose all worries. In this state, the victim will not see danger and might charge straight into it.
 * Children of Ate can cause a person to feel a intense passion that makes them lose all desire to attack, however, the passion is short-livid.

Traits

 * Children of Ate are naturally impulsive daredevils since their mother is the goddess of reckless impulses, blind folly, and rash actions
 * Children of Ate occaisonally fall in a intense love with someone but it is usually short-livid since their mother is the goddess of infatuation.
 * Children of Ate usually start or follow fads since their mother is the goddess of obsessions.
 * Children of Ate's fatal flaw is usually hubris since their mother is the goddess of hubris.

God/Goddess
<p style="color:rgb(0,0,0);">Epimetheus is the Titan and God of Afterthought, and Father of Excuses. Son of Iapetus and Clymene. Brother of Prometheus, Atlas, and Menoitius.

Cabin
<p style="color:rgb(0,0,0);">Epimetheus' Cabin is a large brick building. It's rather small. The interior has a light blue painted walls. In the center, it has a large statue of Epimetheus. He, and his wife Pandora, have paintings there. Near the bed farthest from the wall, and any light source, is the

Offensive

 * 1) Children of Epimetheus have the ability to take away a person's forethought, and replace it with after-thought, causing the target to not think, just act.
 * 2) Children of Epimetheus have the ability to call upon an animal to fight their enemy for them. However, the animal may become unable to handle by the child, and, inturn, may fight the user.

Defensive

 * 1) Children of Epimetheus have the ability to take away total and utter thought from their own mind, causing them to just act, becoming near impossible to hit.
 * 2) Children of Epimetheus have the ability to remove all thought of themselves from an enemy's mind, causing them to be a neutral party for a short period of time.

Passive

 * 1) Children of Epimetheus have the ability to communicate with animals.
 * 2) Children of Epimetheus have the ability to command animals to do their bidding. However, very few can be commanded at a time, and the commands can't be outrageous, like asking an armadillo to climb a tree. This ability is limited to natural animals, not Mythical Monsters.

Supplementary

 * 1) Children of Epimetheus have the ability to see into the past
 * 2) Children of Epimetheus can project moments of the past.

Councelor Only

 * 1) In rare cases, Children of Epimetheus have the ability to take the abilities of animals. However, the longer this ability is used, the more damage it takes to the user.

Traits

 * 1) Children of Epimetheus are able to talk themselves out of situations, as their father's the Father or Excuses
 * 2) Children of Epimetheus are able to detect when a person is using excuses.
 * 3) Children of Epimetheus generally don't think before acting.

Head Councelor
<p style="color:rgb(0,0,0);">WIP

<p style="color:rgb(0,0,0);">

<p style="color:rgb(0,0,0);">Name: Maybelle Lexus

<p style="color:rgb(0,0,0);">Gender: Female

<p style="color:rgb(0,0,0);">Mortal Parent: Martina Lexus

<p style="color:rgb(0,0,0);">Personality: Maybelle is very careless. She doesn't care what you think about anything. She has a very mellow personality, as well. She could care less if someone was screaming at her for doing something wrong. However, if you insult her father, then you'll be going down. She hates it when people insult her father for being careless and not thinking. She believes that's his job, he's the God of Afterthought.

<p style="color:rgb(0,0,0);">History: Maybelle was born on February 3rd, 1995.

<p style="color:rgb(0,0,0);">Weapons:

Wai - Rhea


<p style="color:rgb(0,0,0);">Info: Rhea (or Mater Theon or Opis in Latin) was the daughter of Ouranos and Gaia and was a Titaness of the mountain wilds, nature, fertility and motherhood. She was also the goddess of comfort and ease. With Kronos, she was the mother of Zeus, Poseidon, Hades, Hera, Demeter and Hestia. As the wife of Kronos (Time), she represented the eternal flow of time and generations. She was also a goddess of comfort and ease, a blessing reflected in the common Homeric phrase "the gods who live at their ease (rhea)." Ironically, her rituals are performed in a wild and orgiastic rites with the inclusion of cymbals which were said to have been used in the dance of the Corybantes during the birth of Zeus on Mount Ida. She is usually conflated with Cybele, another mother goddess from Phrygia (Turkey).

<p style="color:rgb(0,0,0);">Cabin Description: Rhea's Cabin is like a simple log cabin covered with vines and flowers tangled around it. The Cabin is also filled with grass and gives a fresh and moist aura in it. There are flower pots and vases decorated around it. There is a fireplace with an engraving of Rhea on it. In spring and summer, the plants rapidly grows. In autumn and winter, the plants fade away and the cabin is left as a normal cabin. Snow and cold wind overtake the cabin as if the cabin was in the mountains.

<p style="color:rgb(0,0,0);">Offensive


 * 1) <p style="color:rgb(0,0,0);">Children of Rhea are able to mutate a tree causing to attack or trap an opponent until dismissed. The longer it is sustained, the more drained the conjurer is.
 * 2) <p style="color:rgb(0,0,0);">Children of Rhea are able to induce a sound blast (resembling a cymbal) which disorients and confuses an enemy for a short period of time.
 * 3) <p style="color:rgb(0,0,0);">Children of Rhea are able to release an aura of ease making a person susceptible to an ambush or an attack.

<p style="color:rgb(0,0,0);">Defensive


 * 1) <p style="color:rgb(0,0,0);">Children of Rhea are able to summon a wall of earth which sustains many attacks before disintegrating into dust.
 * 2) <p style="color:rgb(0,0,0);">Children of Rhea are able to cause the ground to become spiky making it hard to traverse.
 * 3) <p style="color:rgb(0,0,0);">Children of Rhea are able to cause a crowd to dance madly around them making them lose their reasons to attack.

<p style="color:rgb(0,0,0);">Passive

<li style="color:rgb(0,0,0);">Children of Rhea are telepathic and empathic towards nature allowing them communicate with other nymphs and animals.</li><li style="color:rgb(0,0,0);">Children of Rhea are able to sense certain emotions in each people as their mother was the goddess of motherhood.</li><li style="color:rgb(0,0,0);">Children of Rhea are able to adapt to all kinds of environments in nature.</li><li style="color:rgb(0,0,0);">Children of Rhea are able to sense mines and abundance of ore as their mother was the goddess of mountains.</li>

<p style="color:rgb(0,0,0);">Supplementary


 * 1) <p style="color:rgb(0,0,0);">Children of Rhea are able to increase the growth rate of plants and flowers causing them to mature with supernatural speed. However, the more it is used, the higher the more the user is drained.
 * 2) <p style="color:rgb(0,0,0);">Children of Rhea are able to calm and ease a person nearest to them for a short period of time.
 * 3) <p style="color:rgb(0,0,0);">Children of Rhea are able to induce a state of frenzy allowing his/her allies to fight very easily.
 * 4) <p style="color:rgb(0,0,0);">Children of Rhea are able to form tunnels underground. However, the larger and the more tunnels there are, the less stable the tunnels become.
 * 5) <p style="color:rgb(0,0,0);">Children of Rhea are able to tame and communicate with lions, symbol of Rhea. However, the longer they do it, the more harder it is for the user to control.

<p style="color:rgb(0,0,0);">Counselor Powers


 * 1) <p style="color:rgb(0,0,0);">Children of Rhea in rare cases are able to summon a huge Nemean lion made out of the earth or rock which attacks anyone at sight. The lion can also be used to scare or even be ridden on it. The conjurer will be extremely drained after the Nemean lion dissipates. Rhea's symbol was a lion.

<p style="color:rgb(0,0,0);">Traits


 * 1) <p style="color:rgb(0,0,0);">Children of Rhea tends to be enviromentalists or sometimes, eco-terrorists.
 * 2) <p style="color:rgb(0,0,0);">Children of Rhea are fond of lions as it was their mother's symbol.
 * 3) <p style="color:rgb(0,0,0);">Children of Rhea has a caring and kind personality as their mother was the goddess of motherhood.

<h4 style="color:rgb(0,0,0);">Counselor

<p style="color:rgb(0,0,0);">Name: Serafim Renko

<p style="color:rgb(0,0,0);">Parent: Ryurik Renko

<p style="color:rgb(0,0,0);">Birth Date: November 16th 1987

<p style="color:rgb(0,0,0);">History: Ryurik Renko and Tanya Renko were siblings who came to the United States from Belarus after the incident at Chernobyl. However, Ryurik and Tanya could not find a job anywhere and had to work on lowly jobs like cleaning and dishwashing to sustain themselves. Tanya soon married Vasili Zinoviy, a Ukrainian journalist (grandfather of Sonya Zinoviya). Vasili helped find Ryurik a job as a correspondent at a local news station. Ryurik fortunately got the job and managed to live with it. They moved to Las Vegas afterwards. <p style="color:rgb(0,0,0);">Ryurik met Rhea/Cybil LeBelle at a coffee shop. Cybil had forgotten her table and Ryurik offered to sit with her. Ryurik and Cybil immediately fell in love after meeting each other sharing their likes and dislikes. They both had the same opinion of enviromentalism and nature. They started dating immediately. A few months later, Cybil left Ryurik upsetting him. Meanwhile, Vasili and Tanya started to hit the rocks when Tanya was found pregnant. They filed a divorce later. Vasili took the baby whom he named Savin pitying Tanya.



<p style="color:rgb(0,0,0);">Ryurik met Cybil again. This time, she was carrying a baby. The baby, she explained, was their son. Ryurik was delighted and asked Cybil if he could marry her. Cybil refused telling him that she already had a husband. This shocked the poor man. Cybil hanged out with him for a few days and disappeared yet again. The baby was named Serafim Renko. Ryurik pined for Cybil wanting her to come back. Serafim grew up in the neglect of his father and under the care of his babysitter whom he did not enjoy being with. Serafim did poorly at school even at writing Cyrillic. The boy was tormented and teased from the start of the day when he came to school. For Ryurik, this disappointed him. When Serafim's teacher asked Ryurik to see a psychiatrist, Serafim was diagnosed with ADHD and dyslexia.

<p style="color:rgb(0,0,0);">Serafim's problems resulted in him kicked out of schools but he kept faith in himself anyways. Ryurik began to become more supportive day by day. Serafim became more and more concerned with how people were treating the environment. This wasn't long until he discovered the ability to control rocks at the age of nine. Serafim became more and more aware of his surroundings. He realized that somethings are not what it seems like. He saw that his father's steady girlfirend was actually a woman with red snakes for her hair. Serafim asked what was happening to his father. Ryurik let it slide that it was his own imagination. Serafim began seeing more and more monsters around him and to the extent where it was driving him mad.

<p style="color:rgb(0,0,0);">When Vasili came to visit Ryurik and his single parent family, he brought along Savin, a son of Hephaestus. Savin confided to Serafim that he had been seeing strange things around him. Serafim realized that he had also seen it. He wondered if it was even real. Serafim and Savin at the age of fifteen noticed something wrong with their Math teacher who was acting odd around them. The teacher after school asked them to stay behind for detention. Suddenly, she transformed into a harpy. Confused and bewildered with what was going on, they bumped into a janitor who helped them. The janitor told them that he was a satyr and planned to help them. He stabbed the harpy with his dagger killing it. Serafim and Savin soon followed him. However, Serafim became separated from his cousin and the satyr. He came upon the Lotus Casino and was trapped in there for eight years.

<p style="color:rgb(0,0,0);">Meanwhile, Rhea was upset with the course of events. She ordered the satyr to find him in Las Vegas. The satyr came upon the Lotus Casino and saw the boy there. Serafim refused to leave only after a slap from the satyr, he agreed. Serafim followed him to Camp Half-Blood and was claimed by the goddess, Rhea there. Serafim meanwhile discovered that his cousin, Savin has left Camp Half-Blood and is married.

<p style="color:rgb(0,0,0);">Personality: Serafim is implacable and is very anxious at meeting new people. He is known to be very shy. However, he came take a level of badass if he could. He is skilled with a whip or a sword. Serafim usually has the ability to deduce what is happening to people around him. He loves working individually and has trouble working with groups. He is very friendly if he gets to know him.

<p style="color:rgb(0,0,0);">Weapon: A Celestial Bronze sword and a whip with the tip made of Celestial Bronze

Goddess
<p style="color:rgb(0,0,0);">Psyche is the minor goddess of the soul. She was once a mortal and is married to Eros, the god of love.

Cabin Description
<p style="color:rgb(0,0,0);">Psyche's cabin is made of white stone that shimmers slightly. The walls are enchanted so that if you stare closely, you can see yourself and your deepest desires. The cabin is simple yet elegant, embelished with pearls. It has an aura of calmness about it. The interior is just as pristine, painted a light blue color with white trims.

Offensive

 * 1) Children of Psyche are mildly telekinetic, they can move objects with their mind as long as it is not heavier than what they are normally able to carry.
 * 2) Children of Psyche have the ability able to call on spirits to help them in times of need.

Defensive

 * 1) Children of Psyche have the ability to influence the emotions of others, making them opposed to attacking.
 * 2) Children of Psyche have the ability to sense an opponents next move and act accordingly before they attack.

Passive

 * 1) Children of Psyche have the ability to "see" the relationships between other people.

Supplementary

 * 1) Children of Psyche are telepathic and are able to read (but not control) the minds of others.
 * 2) Children of Psyche are psychometric, meaning they can see the entire history of an object and it's owners just by touching it.

Counsellor Only

 * 1) In rare cases, children of Psyche are able to directly possess an individual, taking on their physical aspects, although this is rather energy consuming and can only be done rarely.

Traits

 * 1) Children of Psyche are usually more introverted than others.
 * 2) Children of Psyche are usually great at making others feel better.

Counsellor Character
<p style="color:rgb(0,0,0);">Name: Avarielle Foss

<p style="color:rgb(0,0,0);">Age: 17

<p style="color:rgb(0,0,0);">Godly Parent: Psyche

<p style="color:rgb(0,0,0);">Mortal Parent: Bradley Foss

<p style="color:rgb(0,0,0);">Appearance: Avarielle has dark hair and slender features. Her eyes change colors depending on what she's wearing.

<p style="color:rgb(0,0,0);">Personality: Avarielle is very strong-willed, and has an extremely creative side. She likes to assert her opinions. She is often times found in quiet places writing in a journal or listening to music. She can seem very distant at times, like she isn't all there. She can be a good friend and stands up for what she thinks is right.

<p style="color:rgb(0,0,0);">History: Avarielle was born to Psyche and Bradley some seventeen years ago. Bradley, a struggling poet who was working as an architect at that time, met Psyche when she saw him working on some floor plans in a local coffee shop. She walked up to him and asked him many in depth questions about the plans for the house. Bradley was astonished at her knowledge and her demeanor. After some time, he left to return to his apartment, thinking that nothing would come of the unusual meeting. However, a week later, at the same shop, Bradley met the mysterious women again. This time he was more daring and asked her out. After a couple months, they consummated their love, and Psyche vanished shortly after. Bradley was crushed, and he chided himself for getting his hopes up over a single hookup.

<p style="color:rgb(0,0,0);">Little did he know, that nine months later, he would receive a welcome surprise. Attached to the cradle that the West Wind carried down from Olympus was a note, explaining it all. Bradley was shocked to find out that his lover was a goddess, but he promised to take care of his child.

<p style="color:rgb(0,0,0);">Avarielle had a happy childhood, living with her single father. He had come to the attenion of some more influencial people, and though he was not rich, was better off than when Psyche found him. He cherished his only daughter, but mourned the day when she would one day learn of her heritage. He didn't want to send her away to a camp. But Avarielle was growing older. She had been diagnosed with ADHD and dyslexia, and Bradley knew it was almost time. When she was 15, Avarielle started dating. Henry, her first serious boyfriend, seemed to be everything Avarielle had hoped for. He was smart, nice, and seemed to truly care for her. The couple was happy for more than a year before things started getting old. Henry grew to disregard Avarielle, getting tired of her. On one of their many dates, everything changed.

<p style="color:rgb(0,0,0);">Henry started to get angry, and he attempted to rape Avarielle. Frightened, she tried pushing him away in self defense. This was the first time Avarielle's powers emerged. She yelled at him to leave her alone, and suddenly Henry found himself unable to refuse, as if he was pulled away from her. Avarielle at first kept quiet, not wanting to tell her father the terrible and confusing truth. But Bradley insisted, and Avarielle eventually opened up. Bradley in turn told Avarielle of her true parentage. He decided it was time for her to try camp. He insisted she keep in touch with him, and sent her off. Avarielle followed the directions on the letter her mother had sent when she was born, and managed to get to Long Island.

<p style="color:rgb(0,0,0);">She made it almost to camp, when a returning satyr found her wandering near the camp borders. He recognized her as a demigod, and took her into camp.

Cabin Description:
Hesykhia's Cabin is a small cabin, with a paved roof which slopes inwards. The outside is painted and pale yellow and the inside is a baby blue. Calming sounds play softly 24/7, and the air is completly still. Each bed has soft, crisp sheets and pillows. It's quite a dark cabin, but a few, small laterns light up the cabin.

Offensive:

 * 1) Children of Hesykhia have the ability to temporarily deafen anyone within a 10 metres radius, giving them the element of suprise.
 * 2) Children of Hesykhia can immbolise anyone they chose for a limited amount of time, leaving them completly unable to move, however, the longer they do it the more drained and tired the become. The victim of this power is still able to shout to allies etc.

Defensive:

 * 1) They can cover up their footsteps so nobody can hear them sneaking up behind, giving more stealthy attacks.
 * 2) As Hesykhia was also the goddess of rest, her children can make people feel drowsy for a short amount of time, leaving them unable to attack and protecting the child of Hesykhia.

Passive:

 * 1) Children of Hesykhia can leave themselves without a voice for a limited amount of time.
 * 2) They can turn a small object completely still for a limited amount of time, as a statue.

Supplementary

 * 1) Children of Hesykhia can use a power to create people in a certain radius feel completely calm and tranquil for unlimited time as Hesykhia was the goddess of tranquillity, however the long they keep up the power, the more drained they become.

Counsellor and Lieutenant Only

 * WIP

Traits

 * 1) Children of Hesykhia are often selective mutes.
 * 2) They often have peaceful and tranquil personalities.

Name, Age and Gender

 * Jayde MacAllen
 * 15
 * Female

Goddess: Euphrosyne goddess of Good Cheer, Joy, Mirth and Merriment.
<p style="color:rgb(0,0,0);">Euphrosyne is one of the Charities and is a daughter of Zeus.

Cabin Description
<p style="color:rgb(0,0,0);">WIP

Offensive

 * 1) Children of Euphrosyne can make an emeny become joyful for a short time.
 * 2) Children of Euphrosyne have the ability to send a wave a Happiness out in front of them which causes anyone effected by it to imagine something that will make them happy, the bigger the wave, the more energy used.

Defensive

 * 1) Children of Euphrosyne can have an enemy become distracted by making an enemy become overly excited.

Passive

 * 1) Children of Euphrosyne can cure people of e deepest depression.
 * 2) Children of Euphrosyne can become stronger and faster when other people around them are naturally happy.
 * 3) Children of Euphrosyne can look at a person and instantly know what their greatest happiness is or will be.

Supplementary

 * 1) Children of Euphrosyne can induce happy in others, taking away their rage and aggression.

Counselor Only

 * 1) In rare cases, CHildren of Euphrosyne can temporality become immune to pain when they are in an excited state.

Traits

 * 1) Children of Euphrosyne are usually upbeat and happy.

Counsellor Character
<p style="color:rgb(0,0,0);">Name: Taylor Morgan

<p style="color:rgb(0,0,0);">Age: 15

<p style="color:rgb(0,0,0);">Godly Parent: Euphrosyne

<p style="color:rgb(0,0,0);">Mortal Parent: Daniel Morgan

<p style="color:rgb(0,0,0);">Appearance: (see pics)

<p style="color:rgb(0,0,0);">Personality: WIP

<p style="color:rgb(0,0,0);">History: WIP

</li>

Ob - Lethe
<p style="color:rgb(0,0,0);">God: Lethe, goddess of forgetfulness and oblivion

<p style="color:rgb(0,0,0);">Cabin Description: Lethe's cabin is made entirely out of hollow obsidian. Within the obsidian walls the waters of the Lethe flow, and those who stare at the waters can see faint images of their memories flowing away. If a person that is not a child of Lethe looks at the water too long, they become mindlessly entranced at the water until someone turns their attention away from the walls. Inside; a large central fountain sprays water from the Lethe, and said water comes from four streams of water from the ceiling. The water in the basin of the fountain slowly flows out of the bowl and into canals that line the edges of the floor. Arounf the fountain there are couches, bean bag chairs, and even massaging chairs that help Lethe's children relax and not think of anything. In the back there is a spiral staircase that leads upstairs. Upstairs; all the rooms are in a circular pattern, surrounding a large pool of Lethe water, from which the four streams feeding the fountain come from.

<p style="color:rgb(0,0,0);">Powers:

Offensive
<p style="color:rgb(0,0,0);">1.Children of Lethe are able to cause someone to become dazed and disoriented for a couple of minutes by either touching them or focusing their power upon them.

<p style="color:rgb(0,0,0);">2.Children of Lethe are able to make messages and pictures dissappear permanently.

Defensive
<p style="color:rgb(0,0,0);">1.Children of Lethe are able to place people under a state on amnesia for an hour or so.

<p style="color:rgb(0,0,0);">2.Children of Lethe are able to control the waters of the Lethe. Every Lethe child recieves a skin pouch filled with water that has the memory stealing powers of the Lethe to a lesser extent. This pouch slowly refills itself after it is empty.

Passive
<p style="color:rgb(0,0,0);">1.Children of Lethe are able to suppress certain memories belonging to themselves or others. However; the memories do not stay suppressed forever and eventually return. The duration before the memories return is dependant on how powerfully the child used the suppression.

<p style="color:rgb(0,0,0);">2.Children of Lethe can also unsuppress memories, though it takes more energy the more suppressed it is, and on the amount of memories.

Supplementary
<p style="color:rgb(0,0,0);">1.Children of Lethe can curse a person to slowly forget something important to them forever. This takes alot of energy, and can only be used on a person once.

<p style="color:rgb(0,0,0);">2.Children of Lethe can temporarily distort another's memories for a period of time, ranging from an hour or so to a day.

<p style="color:rgb(0,0,0);">3.Children of Lethe can delete themselves from the memories of another.

Counsellor Power
<p style="color:rgb(0,0,0);">1.On rare occasions, children of Lethe have the ability to make things disappear from reality by saying or writing their name. However; the bigger the item is, the more energy they must use, and it will stay in oblivion for only so long before snapping back into reality, and they cannot do it to people or monsters. Also, they can only make things go into oblivion one at a time.

Traits
<p style="color:rgb(0,0,0);">1.Children of Lethe tend to look beautiful by blankness, as if all imperfections have been erased.

<p style="color:rgb(0,0,0);">2.Children of Lethe tend to have bad memories.

<p style="color:rgb(0,0,0);">3.Children of Lethe tend to be emotionless and distracted easily.

<p style="color:rgb(0,0,0);">

<p style="color:rgb(0,0,0);">Counselor:

<p style="color:rgb(0,0,0);">Name: Namine Bokyaku

<p style="color:rgb(0,0,0);">God Parent: Lethe

<p style="color:rgb(0,0,0);">Mortal Parent: Arashi Bokyaku

<p style="color:rgb(0,0,0);">Personality: WIP

<p style="color:rgb(0,0,0);">History: WIP

Minxy
<p style="color:rgb(0,0,0);">Goddess: Aglaea, goddess of joy, splendour, beauty, glory, and magnificence.

<p style="color:rgb(0,0,0);">Cabin Description: Aglaea's cabin is exceptionally beautiful. It is decorated with various types of flowers. Aglaea's cabin is made of plain white smooth marble and anyone who sees it is immediately impressed by it, because of the cabin's aura which makes the observer sees what makes them truly joyful; one might see a few extremely attractive men, while another would see a garden of purple roses. There is various joyous activities that go on in and outside of the cabin. The interior of Aglaea's cabin has glorious beds with happy theatre masked hung up on the backstand. In the middle of the cabin is a statue of Aglaea that is charmed to stun a person with glory. In the back of the cabin is a small proscenium stage with scripts of the plays with the most glorious protagonists. there is also a mirror at a corner of a cabin that reveals what the observer needs to be joyful.

<p style="color:rgb(0,0,0);">Powers:

Offensive

 * 1) Children of Aglaea are able to force a false state of joy upon someone, making them see what makes them truly joyful, this gives time for the user to attack.
 * 2) Children of Aglaea are able weigh someone down with so many adornmants, that they lose their regular speed for a short time.

Defensive

 * 1) Children of Aglaea are able to cause a foe to be too joyous to fight for a short time.
 * 2) Children of Aglaea are able to charm a foe with their beauty, causing them to be dazed for a short while.

Passive

 * 1) In their presence, people that are surrounding him/her will be more jubilant, and be more pleased than usual.
 * 2) Children of Aglaea are stronger when their surroundings are beautiful.

Supplementary

 * 1) Children of Aglaea have the ability to minorly sway a person's feelings, causing them feel magnificent and glorious.
 * 2) Children of Aglaea are able to charm a weapon to inflict more damage on the foe for a short time, this greatly drains the user.
 * 3) Children of Aglaea are can cause their weapon to outshine other weapons for a short time.

Counsellor Power

 * 1) In rare cases, children of Aglaea are able to make a person feel as if they have lost all beauty, adornment, splendor and glory in their life.

Trait

 * 1) Children of Aglaea are usually beautiful in appearance.
 * 2) Children of Aglaea have bright joyous personalities.
 * 3) Children of Aglaea tend to outshine others, as their mother is the goddess of glory and magnificence

<p style="color:rgb(0,0,0);">Counselor:

<p style="color:rgb(0,0,0);">Name: Hilary Johnson

<p style="color:rgb(0,0,0);">God Parent: Aglaea

<p style="color:rgb(0,0,0);">Mortal Parent: Mark Johnson

<p style="color:rgb(0,0,0);">Personality: Hilary is extremely bubbly and jubilant. She always wears a bright smile on her face and has a bright happy look in her eyes. Hilary loves to be happy and makes others happy with her joyous persona.

<p style="color:rgb(0,0,0);">History: Mark Johnson met the soon-to-be mother of his daughter at an amusement park. He had been having the time of his life, experiencing utter bliss. His bright joyous aura caught the attention of Aglaea, so she came down and spoke to him. His beauty caused him to become infatuated with her, and he quickly had his mind made up, he wanted to enjoy the rest of his time at the park with her.

<p style="color:rgb(0,0,0);">Mark achieved pure joy at the park with Aglaea, and after, he took her home where they made love and soon had a child. After Aglaea left, Mark named his daughter Hilary, as it means the emotion of happiness in Latin, and that is what he felt with Aglaea at the amusement park.

<p style="color:rgb(0,0,0);">Hilary grew up living a good life. Her father, who took Aglaea's departure lightly, continued to be his happy self even after she left. He raised Hilary to always be optimistic and love life. When Hilary started school, her joyous attitude brought her good fortune. Hilary had good grades and a good amount of semi-trusted acquaintances.

<p style="color:rgb(0,0,0);">One day, while Hilary was on her way home, she attracted three harpies that chased her into a forest. She ran quickly, and dropped her school bag to allow her to run faster. She kept up her pace, but slowed when three arrows whizzed past her, and impaled the harpies. She stopped in place, when a young girl, with a bright silvery and auburn hair stepped forward with several girls following her. She introduced her self as Artemis, and spoke to Hilary of her origin and the meaning and ways of the hunt. Overwhelmed and appreciative of Artemis' deed, Hilary joined the hunt and excepted eternal maidenhood.

<p style="color:rgb(0,0,0);">Hilary easily became one of the more disliked hunters, as she continued her immortal life with them. Her bright, bubbly attitude easily annoyed the more mature and calm hunters. Artemis too, grew tired of Hilary's constant outbursts of joy and annoyingly jubilant ways.

<p style="color:rgb(0,0,0);">Hilary's attitude became such a burden to the hunt, that Artemis came to a solution of tricking Hilary out of the hunt. While hunting, Artemis took Hilary and spoke to her of Camp Half-Blood, telling her she may be more than just a member of the hunt, making her believe she someone special, and brought up the subject that her mother may be a goddess. When Artemis brought up her mother, Hilary made her decision almost instantaneously, she wanted Artemis to be lead her to the place she spoke of. Artemis smirked, pleased that she easily wanted to be taken there.

<p style="color:rgb(0,0,0);">Artemis left her lieutenant in charge of the hunt, and led Hilary to Camp Half-Blood. When they arrived, Artemis received the blessing of her mother, Aglaea. Artemis, now knowing that Hilary's mother, was indeed a goddess, left her at camp, and returned to the hunt.

<p style="color:rgb(0,0,0);">Hilary was extremely jubilant that she was able to stay at camp and she knew that her mother knew of her existence. Hilary moved in to her cabin, and quickly spread her joy around to others who take residence at Camp Half-Blood.

<p style="color:rgb(0,0,0);">Appearance: Hilary has caucasian skin and fiery red hair. She is 5'6" and has bright hazel eyes, and she usually always wears bright red lipstick.

Hyu - Aporia
Goddess: Aporia

Cabin Description
Aporia's Cabin is unpredictable and confusing as its appearance changes at random times. It even copies the appearance of the other cabins, plus the nearby surroundings of those cabins. The real apperance of the cabin is only seen at rare times. The real cabin is made of solid white marble, with a carving of Aporia at the top wall. The door is made of blackthorn wood, with a knocker and knob that sometimes disappears. Inside, the beds are ever-changing in appearance and location in which the children of Aporia can only distinguish. If you think that wasn't confusing enough, the stairs will be a proof. At first sight, it may only seem like a flight of stairs with 5 steps but wait until you step on the 5th one. An illusion will appear, which is an extension of the stairs, doubled the amount of steps. This goes on forever so you'd better go down. Only a child of Aporia can see through these illusions.

Offensive

 * 1) Children of Aporia are able to overload a person's mind, giving them headaches of varying degrees. But for this to work, the child must manually think of thoughts and ideas to overload the target's mind. If the user cannot think anymore, the power may break, freeing the victim. If not handled carefully, the effect may break easily.
 * 2) Children of Aporia are able to block one's knowledge on their skills in combat temporarily, making them confused on what to do while in a fight. This also makes them susceptible to attacks, but still with common sense applied, they may evade it, but cannot not counter back.

Defensive

 * 1) Children of Aporia are able to shut down a person's brain function, which will make them stunned. When more power is used, the opponent may fall unconscious. But upon waking up, they will be in a temporary state of bewilderment.
 * 2) Children of Aporia are able to send forth a wave of bewilderment, stopping any charging enemy in their tracks. Once recovered, enemies will be immune to further effects of this.

Passive

 * 1) Children of Aporia are less confused than others.
 * 2) Children of Aporia have the innate aura of mystery around them, making others difficult to percept their personality, thoughts, feelings, condition and full being.
 * 3) Children of Aporia have the innate ability to confuse and mislead others.

Supplementary

 * 1) Children of Aporia are able to enchant a weapon with mind-disrupting abilities for a short period of time.
 * 2) Children of Aporia are able to shift a part of a person's thought to the complete opposite it, confusing both him/her and even others.
 * 3) Children of Aporia are able to alter an object's appearance in which the user will get confused and encounter difficulties. But the bigger the object and the longer the alteration is used, the more it drains the user.

Counselor Only

 * 1) In rare cases, Children of Aporia are able to short-circuit a person's senses, induce vertigo and disrupt normal brain activity at the same time, making the victim confused, disoriented and nauseous for as long as the child can hold. If effectively used, the victim may be driven into insanity for a short period of time.

Traits

 * 1) Children of Aporia are usually bipolar or if not, perplex personalities.
 * 2) Children of Aporia are good liars.
 * 3) Children of Aporia are good at solving confusing and difficult problems.

Head Counselor
Name: Sealtiel Andrew "Sean" O'Shaughnessy

Parents: Aporia (godly mother) and Schyuler O'Shaughnessy (mortal father)

Age:16

Appearance: See picture.

Personality: He has a tendency to tell stories which are off the point or subject, which confuses others. He's secretive of his personal life, only telling some of his favorites and hobbies. His thoughts are also hard to know, even though he has a face to show it because he is good at concealing his real feelings. He can be a very good liar, always ready with alibis and white lies.

For his general personality, he is always seen smiling and always points his finger at someone he likes or taken interest in. He's a prankster, which is the result of his cleverness and curiosity. He's not afraid to taste food that don't go together, do things that people don't usually do like picking up cockroaches with his bare hand and take a closer look or jump from the top of a cabinet. These things make his personality weird in a way but unique and funny.

History: WIP

Weapons: He wields dual swords made of Celestial Bronze that turns into keys which are attached to his belt with a keyring. Each sword has two handles, one for the general handling of swords and the other one for the use of swords as bladed tonfas.

Lott - Lyssa
<p style="color:rgb(0,0,0);">Goddess:Lyssa, goddess of Rage, Frenzy, and Rabies in Animals

Cabin
Lyssa’s cabin is a cabin painted a seemingly a dark purple, almost to the point of being black, though some bits are black. The walls are brick, though several chunks are missing with fistprints in them. Outside the cabin is bust with a rabid dog’s head on it, Jet black with Amethyst eyes. The inside is furnished like any other summer camp cabin, though the furniture appears to be broken and or frayed. The beds are memory foam, an odd contrast to the rough appearance of the cabin.

Offensive
Children of Lyssa have the ability to make themselves temporarily rabid, making their attacks more powerful and unpredictable, but they nearly lose their strategic ability.

Children of Lyssa can cause nearby animals to become rabid and, once in this state, can command them to attack an enemy. This ability can only be used on up to 3 animals at one time. The larger the animal, the more energy it drains.

Defensive
Children of Lyssa, when enraged, can ignore damage sustained in battle temporarily. Once they have calmed down, however, the pain from the damage is intensified.

Supplementary
Children of Lyssa can cause people near them to temporarily develop symptoms of rabies, including agitation, hallucinations, and an inability to swallow, incapacitating the victim for a short period.

Children of Lyssa can channel their rage to supplement their strength and speed for a short time. The longer this is sustained, the more energy the child of Lyssa is drained.

Children of Lyssa can cause people near them become enraged and frenzied, reducing their competency and effectiveness in battle.

Children of Lyssa can cure rabies in both humans and animals at will.

Counselor Only
In rare cases, children of Lyssa can enter into a completely frenzied and enraged state in which their strength and combat prowess is doubled and they're resistant to all forms of damage temporarily. While in a frenzy, the child of Lyssa experiences difficulty in telling friend from foe.

Traits
Children of Lyssa are often irritable and easily angered.

Children of Lyssa are often fond of dogs, and can more effectively control them when rabid.

When in a calm state, children of Lyssa are often lethargic and apathetic, showing more emotion when angered.

Counselor
Name:Carver Denton

Age:17

Mortal parent:Issac Denton

Personality: Carver is bold, impulsive,and malicious. He has very chaotic tendencies and is prone to bouts of intense anger. He has a general disdain for people, and believes almost solely in anarchy and chaos. When he's somewhat calm, he's actually quite agreeable.

History: WIP

Weapon:Celestial Bronze Disc Shield that breaks into two curved crescent blades.

Appearance:Carver is a Caucasian male. He stands at 6'1 and is 190 lbs. He has blue eyes and black hair. He has scars on his back from monster attacks. He has an athletic build.

<p style="color:rgb(0,0,0);">Appearance:

Blood - Ananke
<p style="color:rgb(0,0,0);">Goddess: Ananke, goddess of inevitability, compulsion and necessity.

<p style="color:rgb(0,0,0);">Cabin: The cabin itself is a dark place, looking like an ancient Greek temple, even though it still looks as new as the day it was build. The columns and the building itself are made of dark stone, instead of the typical white. Inside the building is a large common room in the beginning, with large bookshelves and such. Leading further into the cabin is single long hallway with rooms on each side, one for each person residing there. Whenever a new camper appears, a new room appears, and whenever a camper leaves, that room disappears as well. At the end of the hallway is the room where the counselor resides.

<p style="color:rgb(0,0,0);">Powers: 

<p style="color:rgb(0,0,0);">Offensive


 * 1) Children of Ananke have the ability to force the effects of age upon a person for a short time; making them feel pain and cause their movements to be slow and sedated.
 * 2) Children of Ananke have the ability to force the effects of extreme hunger and thirst upon a person for a short time; leaving them weak and vulnerable to attacks.
 * 3) Children of Ananke have the ability to force a random OCD upon the opponent. While the OCD is random, it is always one which leaves the opponent unable to attack and somewhat vulnerable to attacks.

<p style="color:rgb(0,0,0);">Defensive


 * 1) Children of Ananke can make the weapons of their opponents age to the point where they’ll break after hitting something once. After some time, usually half an hour or so, the weapon will reverse the aging and damage done to it.

<p style="color:rgb(0,0,0);">Supplementary


 * 1) The children of Ananke can, for a period of between 2 and 4 hours, make a person’s hunger, thirst and tiredness disappear. This drains the user a moderate amount, since it draws from the energy of the user.
 * 2) The Children of Ananke can cause plants, walls and other things like that to age and crumble/whither, to clear the way. It drains the user a small to moderate amount.

<p style="color:rgb(0,0,0);">Passive


 * 1) The Children of Ananke can, if they concentrate, see how a person will look as they grow older. However, they can only see a maximum of 15 years “into the future”.

<p style="color:rgb(0,0,0);">Counsellor only


 * 1) In rare cases, they can control a person for a short time by placing subtle compulsions in their mind. It cannot be something which goes very much against the person’s nature, since that would cause the person to discover it and then it wouldn’t work anymore. E.g. a pacifist couldn’t be ordered to harm someone.

<p style="color:rgb(0,0,0);">Traits


 * 1) Children of Ananke generally don’t need much food, water or sleep. The amount they need vary between the children, some need more and some need less, but all need less than your average human or demigod.
 * 2) These children age slower than normally, beginning around the age of 15, and retain a youthful appearance far longer than most.

<p style="color:rgb(0,0,0);">Counsellor: WIP

Wonder - Apate
Goddess: Apate, goddess of Trickery, Fraud, Deceit, Guile and Treachery.

Cabin: Apate's Cabin is quite dark and looks like a spy lab. WIP

Powers: Offensive:

Defensive:
 * 1) Children of Apate have the ability to trick an enemy into believing that they are on their on the same side, however, this only works for a limit amount of time and once it has wore off the victim is immune to further effects of this power, it also leaves the user highly drained.

Passive:
 * 1) Children of Apate can create illusions for several different reasons, for example, drawing one's focus away from them so they can strike, making themselves invisible, etc. However they can only conjure one illusion at a time and someone with extreme focus can easily see past the illusion.

Supplementary:
 * 1) Children of Apate can easily tell truth from lie.
 * 2) Children of Apate can mimic voices rather perfectly.
 * 3) Children of Apate can get out of trouble easily.


 * 1) Children of Apate can make illusions to entertain themselves and others.

Counsellor:


 * 1) In rare cases, Children of Apate can trick anyone into doing their, with the exception that the person has a strong will, or if it is an action the person would never normally do.

Traits:


 * 1) Children of Apate are good liars.
 * 2) Children of Apate make good con artists/thieves.
 * 3) Children of Apate are usually quiet cunning and sly.
 * 4) Children of Apate usually have quite high intelligence.

Counsellor: WIP

Hades - Pheme
<p style="color:rgb(0,0,0);">Goddess: Pheme Goddess of Gossip,Rumour,Report ,Good Repute.

<p style="color:rgb(0,0,0);">Cabin: The Pheme Cabin is looks like a typical Log Cabin ,but thats just a attempt to keep people away ,so the Pheme kids can gossip freely ,the inside of the cabin is much diffrent ,the walls are painted a Golden color ,and there is nice smooth hardwood floors,in the middle of the cabin is a hudge table and chairs ,for the Pheme kids to sit down and relax at.The Beds are lind around the wall of the cabin ,so there is more space ,and for Privacy in this cabin meach bed has Soji Screens seprating the beds ,and one on the outside that opens (for entrance) and that is the campers "room". In the Counselers Solji room there is a speaker phone ,to spread gossip threw out the cabin.

<p style="color:rgb(0,0,0);">Powers:

<p style="color:rgb(0,0,0);">Offensive

<p style="color:rgb(0,0,0);">1.Children Of Pheme are able to distract a large group of people ,by making them feel a need to gossip,for a short time.

2. Children of Pheme have the ability to hurt peoples feelings by telling them Rumours (fake and true) ,and it feels like real a bee sting ,this extremely drains them ,so it could not be done more than three time per fight.

<p style="color:rgb(0,0,0);"> ​ Defensive

<p style="color:rgb(0,0,0);">Supplementary
 * 1) Children of Pheme can heal minor wounds by listening ,or coming up with gossip

1. <span style="color:rgb(0,0,0);"> Children Of Pheme have to ability to create fake rumours ,and have Demigods most of the time believe it 

2.Children of Pheme ,can sense if someone is talking bad about them,but they cannot tell who.

<p style="color:rgb(0,0,0);">Passive

<p style="color:rgb(0,0,0);">Counsellor only
 * 1) Children Of Pheme can tell fake and true gossip apart

<p style="color:rgb(0,0,0);">1. Rare cases children of Pheme can make a person here so many rumours at once its too much to process driving them mad .The Rumours are sort of like "voices" in your head ,it wears off shortly

Traits

<p style="color:rgb(0,0,0);">Counselor: <p style="color:rgb(0,0,0);">Name: KJ Tastu (Kenta Jason Tastu )
 * 1) Children of Pheme love gossiping
 * 2) Children of Pheme are pretty good at lying

<p style="color:rgb(0,0,0);">Age:16 Personalty:

<p style="color:rgb(0,0,0);">KJ is seems like the guy who is exicted over every thing ,he seems to be Airheaded ,and he really isnt the smartest guy you will meet in your life ,but despite hhis gossip habits he has the biggest heart out of alot of people you will meet ,he will support a friend until the end ,he really loves his friends,he also loves to fight at the same time ,it would be bets to stay on his good side.

<p style="color:rgb(0,0,0);">History:

<p style="color:rgb(0,0,0);">Hank Tastu ,was the owner the star of a talk show and was somewhat fameous.Hank Tastu show was called the "Tatsu Pride' Because the talk show host had once been Hank's father Jason Tastu .When Jason died he had only two requests.They were if Hank ever had a son to make his middle name Jason and,to carry on the talk show.Hank did both ,well at the time only one.Until he begone talking to his newly hired limoe driver (his last one got a DWI) ,she said her name was Cindy York .Soon they began to really get along ,a bit to well.They would Flirt ,until one day they decided to pull in a Pizza hut parking lot ,and have sex.Hank never saw Cindy agian,Hank had actaully almost fallen for her ,and was upset over the fact she did that to him.Until about 9 mounths later A baby boy was found on his kitchen table.with a note from Cindy "Take good care of him Hank I love you but It cant work out like you want it too" ~ Cindy York.Hank decided ,that this baby was not a mistake like most people would say,but to him it was a gift.He had someone in his life ,when Cindy left and his dad died ,he felt empty ,now he had joy.He followed his fathers wish and gave him the middle name Jason.Kenta Jason Tatsu was his full name ,but his father just called him KJ.His whole life thats what he was called,but the real side of fame had caught up with Hank when he went to a coctail party ,while a nanny was watching KJ.Well Hank ended up geting so drunk ,were he punched a Ted Time in the face ,Ted Time was a fameous boxer ,and welll Ted punched Hank in the face.Ted's Punch was lethal and gave Hank Brain damage,witch later killed Hank.KJ was only 3 when all of this happened.So his Aunt Love Tastu ,took over the "Tastu Pride" talk show ,and took KJ in like one of her own.Love ,Loved KJ more then anything.She had never had children because she had never found the right person.KJ lived a pretty good child hood ,growing up living in a condo ,having private Teachers teach him.When he turnt 16 ,he was in his private class when a clean up lady came to clean ,so they let her in and she attacked him ,luckly his aunt went threw many diffrent tutor not thinking any were good enough ,and this one was a saytr who was just recently hired ,so she fought off the Harpy with woodland magic ,and then told Hank about camp half blood.After seeing the Harpy he was scared and decided to go.

Del - Asclepius
WIP