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Final New Cabin Contest


Camp-Half-Blood-Cabin-Yard-greek-and-roman-camp-half-blood-25008869-1074-526


Ok, so for months and months, pretty much ever since we added the last round of cabins, 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 last time event, we are going to let you guys compete for a new cabin ideas. 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.

We will be adding a total of 4 new cabins. This is the last time we ever plan on running this event. Four new cabins will bring us up to 45 active cabins. This means there will be 4 winners and no runners up.

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. If the god/goddess already has a set of powers, link to Forum:List of All Powers, if they do not have a power set yet, or it's incomplete, it will need to be voted on/done separately, but feel free to come up with what you think would work for powers, it saves time 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 25th 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 to 5 days (depending on how fast everyone votes). Only level 5's and up will be permitted to vote. Now in general, the 4 cabins that get the most votes will win, however until the 25th there's no way to know how many may DQ prior to phase 2 of voting. If 4 or less cabins make it to Phase 2, whatever there are will automatically win and the contest is over. If more than 4 cabins make it to phase 2 of voting, the top 4 that get the most votes will win. Every user who is a level 5 or up, will be allowed to vote twice, but both votes can't be for the same cabin.

Prizes

The winners 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

Note

I can't stress enough that your chances will be greatly increased for winning if your entry has a broad array of scopes to get powers from and does not overlap too greatly with existing cabins. For instance, Circe would be cool to have, but she's essentially goddess of magic, which means she's just another Hecate.

Entries Table

Gods/Goddesses Taken So Far
User God/Goddess God/Goddess Of Round 1 Round 2
Unu Hormes God of Effort, Impulse to Do, Eagerness, Setting Oneself in Motion, and Starting Action. 
Boreas Aristaeus God of shepherds and cheese-making, bee-keeping, honey, honey-mead, olive growing, medicinal herbs and the Etesian winds which eased the scorching heat of midsummer. He was also a minor god of hunting.
Wonder Hesychia Goddess of quiet, rest, silence and stillness.
Wolf Ananke Goddess of Destiny, Necessity and Fate.
Kevin Momus God of mockery, blame, ridicule, scorn, complaint and stinging criticism.
Hermione Phyge Goddess of Flight, Escape, Flight from Battle, Exile, Banishment
Astrid Penthos God of  Grief, Sorrow, Mourning, Lamentation
June Hygeia Goddess/Personification of Health, Cleanliness, and Sanitation.
Izzy Bia Goddess/Persefication of Force
Dead Aergia

Goddess/Personification if idleness, laziness, indolence and sloth.

Mr.Mikachu Oizys Spirit/Goddess/Whatever of misery, woe, distress, and suffering
Plague Nosos Spirit (Daimones) of Illness, Plague, and disease
Gruff Eleos Goddess of mercy, pity and compassion
Evil Anaideia Goddess/Spirit (daimon) of ruthlessness, shamelessness, and unforgivingness.
Brocky Cybele The great Phrygian Mother of the Gods. Goddess of caverns/mountains/nature/wild animals, a primal nature goddess.
Wai Plutus God of wealth
Sword Lethe Goddess/Daimon of forgetfulness and oblivion
Migs Pandia Goddess of the full moon and earth-nourishing dew
Hyu Limos Goddess/Personification/Daimon of hunger, starvation and famine
Nephy Techne Goddess/Personification/Spirit/Daimona of Arts, crafts and technical skills
Sage Psamathe Goddess of sand beaches
IFW Kratos God of Power
Lotto Theia Goddess Titan goddess of sight and shining light of the clear blue sky.

Entries

Mr.Mikachu - Oizys

Οιζυς

Goddess of Misery, Woe, Suffering, and Distress

From afar, Oizys's cabin is a dark building with swaying, depressing willow trees planted around the radius that seem to sound like soft weeping the closer you get to the cabin. Also placed around the radius are automaton replicas of Weeping Angels created by children of Hephaestus that guard the cabin from intruders and pranksters, thanks to the head counsellor's love of Doctor Who. The exterior of the building is created out of dark bricks of stone and the roof is made out of slanted wood that is painted black. As you peer into the door, you realize that the interior is larger than the outside.

When you walk into the cabin, you are greeted by a somewhat elegant circular room that acts as the main hall; mahogany chairs, tables, and other pieces of furniture positioned around the room. In the middle of the room sits a fountain about five feet high and is adorned with four weeping women clothed in chitons, facing four different directions, their tears producing the water for the fountain. When you peer in, the ripples of the fountain create images of weeping children, parents, and anyone who has ever cried or suffered.

As you continue down the hall, the cabin becomes more dark and gloomy. Lanterns with flickering flames that can never be extinguished line the wall, the only source of light in the darkest corner. After walking ten or so feet down the hall, doors leading to the inhabitants' rooms appear with their names painted on. At the end of the hall, a staircase leads to a second floor that has empty rooms ready to be inhabited.

Powers

Offensive

  1. Children of Oizys can inflict a limited amount of physical pain upon others nearby. The more pain inflicted, the more power is drained for them. The continuous usage of this power leads to the user become increasingly fatigued.
  2. Children of Oizys can inflict a limited amount of mental pain upon others nearby, the intensity dependent upon the will of the attacker. This will stun those attacked and render them confused and less mobile for a short while at a time. The more intense of an attack dealt, the more power is drained from the user. The continuous usage of this power leads to the user become increasingly fatigued.
  3. Children of Oizys are able to channel any feelings of pain, anxiety or depression that they are feeling into forming a weapon of these emotions. The more pained, anxious and depressed the child of Oizys is, the larger the weapon, however it cannot be bigger the one who conjured it. Only one weapon can be conjured at a time and it is only materialised for a short amount of time.

Defensive

  1. Children of Oizys are able to enshroud themselves with an aura of misery and depression, causing anyone to get too close to them to feel intense feelings of the two and become unmotivated enough to not put as much effort in their attack. The aura remains for a short amount of time before dispersing, allowing those affected to return to their normal state.
  2. Children of Oizys are able to make those nearby feel anxious enough to turn on each other, even if the parties are fierce allies,to divert the attacker's attention away from them.
  3. Children of Oizys can make themselves immune from all physical and mental pain for a few seconds at a time. It is incredibly draining to the user and prolonged use will make the user increasingly vulnerable.

Passive

  1. Children of Oizys are generally more powerful among those suffering from feelings of doubt, misery or depression.
  2. Children of Oizys are innately more resistant to mental and physical pain.
  3. Children of Oizys are empowered by the pain of those surrounding them.
  4. Children of Oizys are able to detect what is causing a pain and will know the most efficient way to cure it.
  5. Children of Oizys, when their energy is drained from using their powers, will experience sharp pains akin to that of what they have caused.
  6. Children of Oizys are always able to cause slightly more pain, not damage, when they attack, regardless of what the attack is.
  7. Children of Oizys radiate an aura of misery, depression and anxiety which can sometimes heighten these feelings of those nearby - however this can be turned off as and when the child of Oizys wants.

Supplementary

  1. Children of Oizys can control mental/emotional misery, sorrow and woe at will, either lowering its severity or boosting it. This, however, cannot heal permanent or long-term symptoms of misery-related emotional and mental disorders, such as depression. The bigger the change to the severity of misery, the more it drains them.
  2. Children of Oizys can control pain at will, either lowering its severity or boosting it, though not to the extent of healing/wounding. The bigger the change to the severity of the pain, the more it drains them.
  3. Although incredibly draining, children of Oizys can perpetuate a state of pure distress which forces the victim to focus solely on the sorrow and misery in their mind, causing them to panic.

3 Months After Character is Made

  1. Children of Oizys are able to make any recently healed wounds feel as if they have never healed, causing the opponent considerable pain depending on the wound. Additionally, they can alter any current wounds that their opponents have. Both cannot be done where the opponent is in too much pain, but enough to make them feel it and be weakened consequently. The more wounds affected the more energy is drained from the user.

6 Months After Character is Made

  1. Children of Oizys can inflict intense symptoms of mental or emotional disorders associated with misery, pain or sorrow. The harsher the symptom and the longer it lasts, the more energy drained. This cannot be used to make someone end their own life or greatly harm themselves.

9 Months After Character is Made

  1. Children of Oizys can place invisible pins on certain points on a target's body which inflict a limited desired amount of pain for a limited time without the need for one to mentally inflict the pain, which lowers the amount of energy drained slightly, as continuous usage fails to drain them. When placed on the head, the pins can inflict mental pain. The larger the amount of pain inflicted, the more energy drained.

Traits

  1. Children of Oizys are less likely to develop depression and have a higher chance of being confident due to being less susceptible to anxiety.
  2. Children of Oizys make proficient psychologists, psychiatrists and counsellors because whilst apathetic to the pain, they understand it innately.
  3. Children of Oizys are horrifyingly more apathetic than the average person.
  4. Children of Oizys can sometimes be too dismissive of feelings of misery, anxiety and depression as they typically never experience these emotions as much as an average person would.
  5. Children of Oizys tend to not get upset as easily as others.
  6. Children of Oizys tend to be more sadistic and masochistic than the average person.
  7. Children of Oizys are able to give empowering speeches that will diminish the anxiety and doubts of others who hear it.

Adric Griffiths

Drowned in Sorrow

Personality:

If I kill you, I kill her. Except that implies, in this big grand scheme of gods and devils, that she’s just a victim. But I’ve seen a lot of this universe. I’ve seen fake gods and bad gods and demigods and would-be gods. And out of all that, out of that whole pantheon, if I believe in one thing, just one thing… I believe in her.

–The Tenth Doctor

WIP

History:

How could anyone expect an alcoholic and a prostitute’s son to become anything significant or important? No one ever did, so that is how Adric lived; in the shadows, disregarded and shunned. When people asked what his father’s occupation was, he merely shrugged. He could not say an alcoholic, yet that is what his father was. When people asked where his mother was, he would also just shrug. His mother left the second he was born, off to see the world and hitch rides by sleeping with random men. He was nothing in the world, just a little boy with no future or hope.

WIP

Appearance:

Hyu - Limos

Limos
Limos was the goddess of hunger, starvation and famine. She was one of the daughters/children of Eris, the goddess of chaos, discord and strife. She was the opposite of Demeter, goddess of grain, food and harvest and Plutus, the god of wealth and the bounty of rich harvests. Her Roman counterpart was Limus or Fames.

LimosCabinSign

Limos' cabin is a two-story adobe building, with wooden beams and supports. The outside vicinity of the cabin looks like it has been wrecked with drought, with no plant life growing. The front door, which is overshadowed by a wooden awning, is flanked by two desert animal skulls that act as lamps. At the door is a window-sized sign that warns those who enter to not bring any food/drink with them, as they cannot enter if they have.

The inside is similar to a large abandoned tavern, with a parquet floor and a mezzanine held up by wooden beams overlooking it. Long benches and the tables are stretched across with an empty bar at the far end. Beside the stairs to the left is a large statue of Limos with a stomach revealing nothing but a hollow void. Dim torches are fastened all over the walls. At the opposite side is a door leading towards the cabin's basement, which is a replica of the Auschwitz starvation chambers, and is used for anyone who would commit suicide by starvation.

By taking the stairs of the mezzanine leads you to the second floor, where empty wooden crates and kegs are littered all over. The same torches are also fastened along the walls. At the center is a long hallway containing numerous doors. These doors leads to the residents' bedrooms and very door has a name tag on it, with a random quote related to hunger at the bottom.

Offensive
  1. Children of Limos have the ability to force hunger upon a person, causing digestive pain and sudden slowness of movements for a short period of time. The intensity of hunger can be augmented, but drains more energy.
  2. Children of Limos have the ability to force symptoms of starvation on a person—impulsivity, irritability, dehydration etc—blinding them from attacks for a short time. If used at a more powerful extent, they may cause the person to faint for a few minutes at most. The harsher the symptoms, the more energy it drains. 
Defensive
  1. Children of Limos have the ability to create a small field around them that employ the effects of hunger to cause muscle atrophy, causing every movement to be painful for a short time. This causes anyone stepping in the field to stop in their movements out of pain. The longer the field is maintained, the more energy it drains.
  2. Children of Limos have the ability to employ hunger to cause enervation, making a person too weak to fight or defend themselves. The user can amplify the weakness dealt, but drains more energy and cannot be used in successive times.
  3. Children of Limos have the ability to create small illusions of food desired by a person. The food varies for each person, but all the same, these illusions distract them. The longer the illusion is held, the more energy it drains.
Passive
  1. Children of Limos are innately more resistant to hunger, and the effects/diseases/ailments brought by it. They can survive more days without eating or drinking anything without being exposed to effects than others.
  2. The more hungrier the people around them are, or the more their surroundings are rotten/wilted, the more powerful a child of Limos becomes.
  3. When in the presence of a child of Limos, people feel more hungry and crave more for food.
  4. Children of Limos have the innate ability to cause food or any edible object to rot with the use of their touch. The food continues to rot as long as they touch it; the longer they keep the food rotting, the more energy it drains. Also, this ability does not affect animals.
  5. Children of Limos can sense if either a person or animal nearby is hungry just by looking at them.
Supplementary
  1. Children of Limos have the ability to suppress someone's hunger for a short time, allowing them to think more clearly despite of extreme hunger. They, however, cannot do this upon themselves. Also, when the effect wears off, the affected person may experience stronger hunger than before.
  2. Children of Limos have the ability to employ hunger to cause vitamin deficiency diseases such as anemia, diarrhea, scurvy, skin rashes and edema upon a person, incapacitating them for a short time. This allows the child of Limos to attack or flee freely. Over time, the disease wears off, making the victim normal and healthy again.
  3. Children of Limos have the ability to curse any edible object to become ineffective to one's hunger, causing the consumer to stay hungry, even if they ate already.
3 Months After a Character is Made
  1. Children of Limos have the ability to induce severe and unsatisfied hunger upon themselves, causing their stomachs to become seemingly bottomless, and their digestive systems to adapt to almost anything a child of Limos ingests. While in this state, they can consume and digest any substance without injury. They cannot also eat any object larger than their mouths and those that their teeth can't chew (they can swallow very small pieces of wood, stone or metal though). The more they consume, the more energy, speed and power they obtain. The longer the state is maintained, the more power it drains. When they revert to their normal self, they are incapacitated for moderate periods of time. The objects eaten are then transformed into harmless materials expelled during defecation.
6 Months After a Character is Made
  1. Children of Limos have the ability to employ famine to cause the immediate area around them to suddenly wither, making plants and crops wilt and become dehydrated and make the affected soil unusable to produce plants or crops for a short period of time. This power is mainly used to render plant-based powers completely useless, but can also be used in a multitude of purposes. Over time, the effects revert back, and drains a considerable amount of energy from the user.
9 Months After a Character is Made
  1. Children of Limos have the ability to create an illusion of a massive famine on the immediate area. Enemies affected by the illusion will begin to hallucinate a raid of locusts destroying the remaining plants, extremely malnourished and rotting bodies (whether animal or people) littering the ground, and everything they see is almost barren, empty and a wasteland. This instills panic among victims, causes them to vomit out of disgust and begin to extremely crave for food. The illusion can reach an extent wherein the panic caused by the famine can create chaos. The illusion only lasts for a short time, and drains the user of a very large amount.
Traits
  1. Children of Limos have inadequate eating habits and diet practices. They don't like to eat a lot.
  2. Children of Limos lose their appetite quickly.
  3. Children of Limos tend to have anorexia, an eating disorder characterized by immoderate food restriction and irrational fear of gaining weight, as well as a distorted body self-perception.
  4. A child of Limos will always stay slim (or on worse cases, very skinny), no matter what they or others do. Never once did a child of Limos get fat, and never will.
  5. Children of Limos have a certain food preference that they crave to eat a lot at times; but when they come to the time that they will eat it, if not completely lose interest, they eat little.
  6. Children of Limos usually cannot distinguish a difference between food and non-food items. In some cases, they can be seen licking, eating or chewing small amounts of chalk, paper, plaster, paint chips, baking soda, starch, glue, rust, ice, coffee grounds, cigarette ashes etc. without being disturbed by the taste.

Name: Mitsuru Matsui

Age: 17

Family: 

  • Limos (God parent, mother)
  • Soichiro Matsui (Mortal father)
  • Mayumi Matsui (Half-sister)


Appearance:

Personality: Mitsuru's indecisive, and will always make second guesses when presented with choices. His mind is ever-changing, and will jump to this and that decision in a matter of a short time. He's, if not extremely, very lazy. You will occasionally find him crouching in his room doing nothing, or anywhere else to do it. He doesn't like tedious situations or tasks, and will try to avoid those as best as he can. He has a dry sense of humor, and isn't above making sarcastic remarks to people. Although he's normally polite, he can be quite rude and uncaring at times.

He also has several quirks, such as preferring to crouch rather than sit, eating (which is somewhat a rare activity to him) only sweet foods (desserts, fruits and candies etc.) and holding items by using only a thumb and a finger. He is often seen arranging objects and very intently stacking, or in other ways playing with, his staple food items. Like most children of Limos, he's anorexic, and often has confusion on his own body.

Mitsuru is almost always encountered while performing actions that are considered inappropriate or rude in public. These actions/habits include biting fingernails, placing feet on furniture, slouching, chewing with an open mouth, talking with his mouth full, calling out personal observations that may offend others, etc. But despite all that, he has a good heart to be reckoned with, and is usually friendly to others.

History:

Tuesday / August 16, 2005 / 11:46 AM / Sendai, Miyagi. I was just nine years old. I never expected such disaster to happen. My dad told me I was luckier because I wasn't born in 1978, where Sendai was struck by an 7.4 magnitude earthquake. No matter how small the difference of the intensity of this one to that, I still thought that it's all bad altogether. No doubt 'bout that. I was at home instead of school, because I got sick. My dad was outside the house tending our garden when it all happened.

As the house began to shake and things go falling off, I clutched tight to my bed's dresser, literally crying. My dad swung the door open moments later and hugs me tight. And at that moment, I remembered 'bout my mom; my mom whom I never knew, a woman that left my dad heartbroken. I just wished that there will be a mom that will take care of me, just like dad who survived me for years since I was born and left on a doorstep. The only sentence that my dad can describe my mom is, "That woman, with beauty and love that can hunger anyone." As much as it concerns me, I really don't get it and I don't want to.

We heard crashing sounds around the house as it continued to shake, but we didn't care anymore. As long as me and my dad are alive and together, I'm okay with it. After a few minutes, the earthquake finally stopped, and we both heaved a sigh of super relief. Our house was half-wrecked, but we managed to fix it up in a matter of a few days, with additional help from my dad's carpenter friend, Masao. From then on, I continued a perfectly normal life (except for my classmates calling me weird for my eating habits), until a conversation broke it all.

Friday / April 25, 2008 / 5:27 PM / Sendai, Miyagi. A few days before I hit twelve, on puberty already, I came back from school. As I crept up the stairs, I heard my father in his room, indistinctly shouting, hinting that he's angry. I don't really want to eavesdrop, but I was like, "What the heck is with dad? What's up with the bad mood?" Despite being very lazy, I mustered up myself to listen carefully. The words and sentences I heard were:

No, Satoru! You must not bring Mayumi here. My son must not know that I sold her to you and Sayako to get money to raise him up. How stupid are you to think of such idea!? *six-second pause then dad curses* Shut your mouth! Misturu must know nothing of his half-sister. *four-second pause* I thought we'd agreed from the very start that you'll keep our deal!? Didn't you understand anything the day where we made the deal? *dad's suddenly cut off by a voice on his phone, then he grunts after five seconds* No! Keep Mayumi with you and Sayoko over there at Ibaraki or else I will pull a trigger! I'm threatening you, Satoru. I have a gun in my arsenal. Bring Mayumi here, and I will make sure your grave's finished the day after. *he hangs up then a thudding sound, possibly his bed*



Wait, what? I didn't know Uncle Satoru and Aunt Sayoko have a child with them. They visit five times a year from Murayama, a city not far from Sendai to bring us food from the inn they are running. I've been there several times, but never really saw a child, not far from my age, playing around there. But, what really mentally gunned me down was the person named Mayumi. I have a half-sister? And wait, what did he mean by selling her to my uncle and aunt? A rain of questions poured into my mind that afternoon. I tried to stay quiet for the meantime, but I couldn't resist asking. I have to know the truth, if I ever really had a half-sister.

Saturday / April 28, 2008 / 11:01 AM / Sendai, Miyagi. I decided to ask him. Well, he was shocked upon being asked of a very touchy question. At first he denied it, but I kept on forcing him. And I won. He was reluctant in telling me, but managed to splutter out the whole story:

Two years after my mom left me on the doorstep as a baby, he met another woman who had the same allure and mysterious personality like my mom. They eventually fell in love and conceived Mayumi after a while. The very same thing happened to him and Mayumi. Her mom left them and placed her at the doorstep just like me; however, dad was poor at the time. He didn't have a good, money-bursting job.

Actually, he felt regretful that they had another child, as raising me was already hard for him. So he had to seek help from his way richer brother, Satoru Matsui and his wife, Sayoko. They had a deal: In exchange of a large sum of money to help my dad financially, Mayumi was given to my aforementioned uncle and aunt, while keeping her identity completely shut out to me. If he didn't "sell" Mayumi, we wouldn't be able to have this house and this kind of life.

The clock ticked, and so did myself. I was ticked off; I mean, who wouldn't be angry for someone doing something as low as this? This was the very first time I really felt furious with my dad. No use standing around here anymore, I told myself. I'm going to Murayama myself, and find Mayumi. Of course, I only said those in my unaudible mind, and set up a plan later that day. 

Sunday / April 29, 2008 / 5:30 AM / Sendai, Miyagi. My birthday's eve, but didn't care for now. I packed up some clothes and brought my whole savings with me. I thought the bus would have big fares. I didn't care about buying food, as I eat very little, even if dad's cooking was good. At first dad thought I was crazy, but we then discovered I have anorexia. Now, back to my escape. Dad would wake up around seven, so my timing is good enough. I left the house and went for the bus station, which should be open by now since by this time, busy people would come flowing in for morning shift. As much as I would like to call what I'm doing a tedious and draggy task, it is very important. I easily boarded the bus bound for Murayama, as I didn't look like an eleven-year old boy, considering my height and fast puberty.

The ride took about forty minutes, more or less. As I sat all alone in my seat, I felt fear and nervousness; I mean, this is my first time going alone on a place farther than Sendai. What's worse is that I never familiarized myself in Murayama except for the Murayama Inn, the inn where the person I'm looking was residing. I tried keeping my calmest look and composure to as much as I can while planning my next move once I arrive there.

Sunday / April 29, 2008 / 6:47 AM / Murayama, Yamagata. I hopped off the bus as soon as the conductor told us to do so. And as soon as I got off, I called for a taxi and asked if he knows Murayama Inn. Luckily, he knew, much to my relief. He gave me a ride going there, which took more or less than ten minutes. As the inn's large traditional roof appeared in the sea of houses, my heartbeat began to pace fast. What will happen when me and Mayumi meet at last after all those years? I sighed as I approached the inn's front door. And at the entrance were the shocked faces of uncle Satoru and aunt Sayoko.

So they flooded me with tons of questions once I entered the inn. I answered them thoroughly and asked the question I've been waiting to ask for so long, "Where's... Mayumi?" Well, they can't hide the truth anymore so they nervously called her from upstairs. As she revealed herself, I saw her face. She inherited some traits from dad that I did too. We introduced ourselves, and my uncle and aunt explained everything thoroughly to her. She was absolutely surprised, then began to cry a few seconds later. And right after that, she hugged me so tight she could have been arrested for killing in terms of strangling. But right at that moment, I felt as if a big chunk of my heart was fixed back to it. I finally met my half-sister, Mayumi. Happiness overload.

So I told them my story, from when I heard dad and uncle's conversation on the phone, until the time I arrived at Murayama. I also asked them if I can stay at their house for a while, since I don't feel like coming back to dad yet. Plus, its a good opportunity to meet Mayumi better. So, she told me that uncle and aunt raised her right after she was brought with them due to the deal. As Mayumi was "theirs", she was hailed as the heiress to the inn in the future. Well, that would absolutely be a better life than mine. Days passed, and dad didn't even bother barging in the inn and drag me back to Sendai, which I rather felt relieving. My birthday passed, and so did Mayumi's, which was only a day late from me. For the first time, I get to celebrate mine and Mayumi's birthday together.

Thursday / June 7, 2008 / 3:01 PM / Murayama, Yamagata We received news from a close friend of dad and uncle Satoru. Dad is dead. Snatcher stabbed him and left him for dead on the street. For some reason I felt apathy. I mean, in my opinion, I think I have a right to feel it. Mayumi cried though. Me? No. After the sudden turn of events regarding my family, no. I didn't feel anger on my uncle and aunt, as it wasn't them who planned all this. Plus, they're just threatened by dad if they don't do as he says. We attended the funeral and burial, but I didn't feel emptiness nor joy somehow. I just felt... nothing. Uncle and aunt decided to take me in completely, as I don't have a home to return to anymore at Sendai, which made me very happy. Like very happy you can jump up and down.

Sunday / December 19, 2011 / Murayama, Yamagata So uncle and aunt decided to move me to New York for more proper education, as I kinda became a pain at school because of my laziness. Well, me and Mayumi strongly disagreed. She thought of coming with me, but she has inn duties to do. Another aunt of mine will take care of me while I study there so there should be less awkwardness. I can't do much to disagree, as their decision was final. Uncle Satoru brought me to the airport with him and we flew to New York two days after. I just wished time would pass, so I could go back to Japan and spend more time with Mayumi. A week after that, I was enrolled to a new school. Great. More weird people calling me weird. Middle school people back home are annoying enough.WIP

Weapons / Possessions: 

Izzy- Bia

Bia, goddess of force

Cabin Description

Bias cabin is dark blue. It is made out of painted netherbrick. Inside there is a statue of Bia. Its a bit gloomy. There are beds pushed against the wall. The walls are painted dark blue. The cabin can be described as a small house. The cabin has a fire pit in the middle. The cabin also is very humid.

Powers

Offensive
  1. Children of Bia have the ability to take away the strength and power of others for a short time, making their attacks weaker. The longer their strength is weakened, the more energy drained.
  2. Children of Bia can create invisible weapons made of sheer force that dissipate after a short time, no bigger than 2-3 times than the user. The longer the weapon is held together, the more energy drained.
Defensive
  1. Children of Bia can form protective spheres of sheer force around themselves and others for a limited amount of time. The longer the sphere is held together, the more energy drained.
  2. Children of Bia can increase the strength of all of their means of defense (armor, shields, etc.), along with those of their allies for a limited time, enduring more hits, staying firm and defending at a higher degree than before. The longer this state is maintained, the more energy drained.
Passive
  1. Children of Bia are innately proficient in all form of combat and hold a higher state of physical prowess.
  2. Children of Bia are innately stronger and more focused than others, stronger and quicker in combat than a normal human could achieve.
  3. Children of Bia do not tire as easily as others, and they have a higher endurance than most.
Supplementary
  1. Children of Bia have the ability to bestow an aura of energy and fortitude on others nearby, making them more likely to succeed in battle, for a short time.
  2. Children of Bia can control and create waves of sheer force, which can be used to deflect attacks, attack others or move objects. The more powerful the waves are, the more energy drained.
  3. Children of Bia have the inhuman ability to leap great distances at once. This can be used to dodge or attack. Upon landing, a tremor is unleashed which unbalances anyone within a few feet.
3 Months After Character is Made
  1. Children of Bia have the ability to enchant nearby weapons with either a positive effect or negative effect for the duration of a weapon; some examples would be increasing the sharpness of a blade or even dulling it.
6 Months After Character is Made
  1. Children of Bia can bring themselves into a state where their only focus is willpower, becoming invulnerable to all attacks for a short time. The longer this state is endured, the more energy drained.
9 Months After Character is Made
  1. Children of Bia can infuse force into their words and bring another into a state of compulsion, leading them into doing their will or revealing a secret to them. The person will remain under the control of the user for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.
Traits
  1. Children of Bia are usually headstrong and firm in their beliefs.
  2. Children of Bia tend to be brave, mighty and powerful.
  3. Children of Bia make natural leaders.
  4. Children of Bia incline more greatly than others to become power hungry megalomaniacs.

Counselor

Name: Melodyina Clere

Gender: Female

God Parent: Bia

Mortal Parent: Robert Clere

Appearance:

Personality: Sweet and very stong-willed. Shes the leader and very protective.

History: Bia met Melodyiana's dad Luca in the city. Bia, as the goddess of force, forced him to ask her out and he did, just through force. Melodyiana was born within the 9 months they were dating. But you see, Melodyiana has a twin brother named Harry Clere. Bia left the day after Melodyiana and Harry were born. She left a note explaining everything, who she was, where camp is, and also how this happned. Luca was not surprised. He had a daughter for the love goddess, Aphrodite, whos name was Ami. He struggled to care for all 3 of his children at once. One day he met a very nice women named Anna-Mia Le'Roche. Anna-Mia and Luca fell in love, soon getting married. Anna-Mia was fond of the 3 children that Luca had, but little did she know they were demigods. Soon bared Luca 3 more children. The family moved to Long Island when the young ones were 4. The 4 year old children were not old enough to go to school yet.

When they turned 6, the twins were sent to a private school in Long Island called Buxacary Manor. The two had trouble reading and were diagnosed with dyslexic. They had trouble paying attention,which led to their ADHD. The children were put into sports, such as gymnastics, basketball and volleyball, yet nothing really helped how active they were. The 2 were good children they just didnt listen very much. On their 7th birthday, a package arrived outside with no return address. Inside were 2 pens. The pen were Melodyianas and Harry's swords.

On their 12th birthday, they met a new boy at school named Henry Luxs. Henry was an undercover satyr sent from camp for Melodyiana and Harry. They became friends. Henry was protecting them one day when a monster attacked. It was a harpy. The harpy was disguised as a pretty girl. As soon as it lunged at Harry it revealed its true colors, trying to kill both Harry and Melodyiana. Henry stabbed the harpy in the throat with a celestial bronze knife and it disintegrated. Then, Henry told the twins about everything. The twins were suprised. Henry called their dad and told him. He said the twins could go to camp. The twins went to camp and were claimed by Bia. They found out their pens were swords when trying to use them to write.

Weapons: Sword

Nephy - Techne

Techne in Theoi 'Techne is the Greek personification or spirit (daimona) or the goddess of arts, crafts, and technical skills. Her parents were unknown. She was associated with Hephaestus and the Muses.

Appearance

Techne


In her godly form, Techne appears to be a beautiful woman with olive skin surrounded with ethereal aura. Her eyes are of intense electric blue that can always give you the full desire to grab a paper and make an origami. She has an angular heart shaped face always carries a paint brush.

In her mortal from, Techne appears as a young woman wearing a paint-splattered t-shirt, worn out jeans and a bandana over her braided hair.

Cabin's Appearance
At first glance, Techne's Cabin is made of varnished wood with no paintings but when studied more, it seems to have patterns of drawings that moves with no paint. The front porch has a unique tiling with stairs. The windows are made of glass with classic designs. Inside, the room is filled with numerous paintings hanging on the walls. Soft couches are pushed to the sides. On every table there is always a pile of paint, sketchbooks and a huge set of brushes. Papers of different kinds such as velum, Carolina and construction paper. A huge statue of their mother, Techne, was placed on the center carved and painted with her own children's hands. They even made the statue a shrine with sophisticated flower arrangements done by themselves, of course. The bunks are set on another room which are always messy and untidy.


List Of Powers

Offensive

1. Children of Techne are able to weaken a little amount (approx. 5%) of the skill of their opponents if they wished to, although, this may drain a little of the user's energy.

2. Children of Techne are able to use and apply their inborn skills in combat which improves a lot during the fight.

3. Children of Techne are well-skilled at the use weapons with varying styles and strategies of fighting.

Defensive

1. Children of Techne are able to use their innate keen ability to dodge or block attacks at ease.

2. Children of Techne are very resourceful with their surroundings and are able to use them as defense against their opponent's attacks.

3. Children of Techne are innately good when it comes to camouflage. They can use their surroundings to paint themselves and blend in although this takes their time.

Passive

1. Children of Techne are able to identify the meaning of and read symbols when they see one.

2. Children of Techne are able to identify a person's particular skills within a minute or less.

3. Children of Techne are able to indentify a person's weaknesses or strengths depending on how much the user know or studied the person well.

Supplementary

1. Children of Techne's skills partly improve when in a match, fight or battle.

2. Children of Techne are innately experts on their fields of specialty.

Three Months After Character is Made

1. Children of Techne are able to enchant art materials to do their bidding but the longer it takes, the more energy drained.

Six Months After Character is Made

1. Children of Techne are able to manipulate the opponent's skills whether the user wishes to decrease or increase it, however, every second counts of usage, the longer, the more energy is being drained from the user.

=Nine Months After Character is Made

1. Children of Techne are able to swap skills of one person to another but the longer the skill is swapped, the more it drains the user by 45% of his/her energy.

Traits

1. Children of Techne are innately skillful depending on their field of specialty.

2. Children of Techne are usually artistic and passionate to their work. They wouldn't settle at being simple but rather dramatic and glorious.

3. Children of Techne are perfectionists that they are very particular and pays attention to details. They would always change or improve their work from time to time to get a perfect result.

Head Counsellor
Name: Elione Wiltershade 
Gender: Female
Godly Parent: Techne, duh!
Mortal Parent: Solomon Wiltershade
Appearance:

File:Girl2MO.jpeg
Personality
Elione has a personality of relentlessly drilling herself into perfection on all that she do. She feels very inferior if her work is not enough. She fears being humiliated by others so she strives to be the best she can be. Most of the time, Elione would sit on one corner and start to doodle. She has a quirk that she doesn't feel comfortable without havininside brush/sword inside her pocket nor without a paper. She easily gets bored and always wanted to have something to do other than sit on one side and nothing to work on. Elione's a skillful artist with specialties of painting, portrait drawing, pen drawing and is very into arts and crafts. She values paintings pretty much that she's dying to even meet Leonardo da Vinci in person or Vincent Van Gough and other famous painters of the olden times. Her love for art dug deeper to her love for symbols, runes and glyphs.
History
Being born to a goddess and a regular mortal was already considered as a frightening nightmare for Elione. Think about it. A life of a demigod was hard enough to live that she even wanted to give up life.

Her mother, Techne, and her father, Solomon, an acclaimed painter in Italy, had both first laid eyes on each other when Solomon was in a museum looking at the paintings for some inspiration what to paint for the upcoming national annual painting contest in Italy. They say that the champion of the contest will have his or her artwork get displayed on the museum of France in where the replica of Leonardo da Vinci's painting, The Mona Lisa, is being displayed. As it was a career of his to have all his paintings be posted up on a museum, he was very eager to win.

As Solomon feel no inspiration hitting him, he decided to leave the museum and that's when Techne came into the scene in her human form. Techne told Solomon to be called as Artelle. For a while, they talked about art, the famous artists and the story behind the artists' paintings. It was sundown when Techne said that they shall meet again and only it was the moment when they fell into a feeling called love.

The day after, they talked again in Solomon's house and Solomon couldn't resist making paper cranes in front of Techne. And at that night, Solomon dreamed of what he will paint. The day of the contest came and Athena was among the crowd watching the artists paint. She caught Solomon's attention with his fine strokes of his brush and the effects he created on the background. She felt grossed out after seeing the outcome of his painting - a mixture of trees, trunks, flowers, waterfalls and other things found in the forest but if you look far at the painting, it resembles the godly form of Techne.

His painting eventually won and was sent up to France. Athena felt so heartbroken seeing Techne with Solomon but Athena couldn't take it anymore after seeing them kissed. That night, Techne wasn't with him so Athena made her move. They talked as well about arts and crafts. Later, Solomon had mixed feelings with her and Techne. After he and Techne had and love affair together, Techne told him in the mall through a lie that she will be away for a while since she'll be having a trip to America concerning about her father's sudden illness yet in truth, she has to leave as it was against the ancient laws to have a life with mortals although it would be so painful to her heart to bear. Solomon tried to stop her for he had a hunch that it wasn't the exact reason but she ran leaving her brush on the way and Solomon wasn't able to catch up with a horde of people in the mall.

As a remembrance, Solomon kept the brush but didn't use it to preserve its beauty. At this time, Athena made her move, delightful enough that Techne finally left. "Don't worry, my love," she cooed in his ear. "Unlike her, I won't break you." Weeks had passed after their relationship when Athena was satisfied and left him with nothing but a son of whom Solomon named Pallas. After nine months Techne left, a baby girl was sent to him through a cradle in his doorstep. A letter was also attached to it, explaining that she is their child, Elione and to raise him with care and nothing more else but it wasn't Artelle/Techne who wrote it but someone and on the last paragraph, a lie saying that Artelle went missing after her father's death and was never heard after which.

Solomon accepted her of course and raised her with her half-brother, Pallas. As they grew, each of their talents sprouted - Elione's to arts and crafts while Pallas as to great comprehension. Pallas also has a knack with arts and crafts as well yet very prideful making Elione feel more inferior. Hatred grew between them when Elione was eight and Pallas was nearly nine. Solomon almost went crazy raising them and eventually died out of heart failure and high blood. The demigods both blamed each other during their father's funeral and the officers decided that they'll just live separately as the fighting never stops, even in school which they are often kick out every school year due to their impulsiveness and low grades since they were diagnosed with dyslexia and ADHD.

Elione was sent to live with their aunt and uncle (their father's older sister) at Cheshire in England while Pallas was sent to live with their other aunt and uncle (their father's younger brother) in Doncaster, England as well. At the time when Pallas turned twelve, he grew very suspicious at school that he is being followed. Days later, Elione heard that Pallas went to New York with his teacher through a plane. It was said that it crash landed on sea because, as they said, of the turbines of the plane gone damaged. Elione wasn't even sure whether her half brother is dead or alive but she has a feeling he is since they landed on water. As for her, when she turned twelve, Elione grew very fond of her uncle's best buddy who is crippled with crutches with all his stories and tales about mythology. 

It wasn't later when Elione grown suspicion over her teacher in English. She always gives her an F- and never in her life had she gotten a C like the teacher had a bitter taste on her. Elione suspects nothing normal on the teacher. At lunch, she steals meat from kids and has a terribly bad habit of eating raw meat. That triggered the teacher's attack mode when Elione opened it up to her. After the class, she was sent to her office for disciplinary actions and the teacher transformed into a harpy. "I may eat raw meat but I confess you are more tastier to eat, demigod!" Elione was attacked, of course. She scrambled and tried to ran away. She was defenseless and on the moment when she was about to get devoured by the harpy, her uncle's best bud came into action. He had - goat legs?! He threw the sliced the harpy with a bronze sword with a faint glow in it. He asked if Elione's okay and she replied with a shook of her head, too stunned to speak. The satyr took her to the pier to ride a ship to New York.

Elione just sent a call to her aunt and uncle in Cheshire that she will have an emergency trip to America and that she will be back home a week later. But of course it was a lie. She wasn't even sure if she can survive that long. She hung up quickly, not entertaining the questions of her aunt. They took a ship and rode there to New York. Aboard, the satyr explained everything in their cabin and gave her the brush which was given to him by her uncle which was given to him by her father after he died. The satyr explained its abilities. He also explained that she needs to go to camp and explained the whole camp as well. He explained why the harpy called her demigod and the fact that she isn't the only monster they will be facing. True enough the next three days when they were nearly there to land on New York's soil. Their ship got wrecked by a sea serpent. Elione wasn't a good swimmer so she almost drowned on the sea until the satyr caught her and made an improvised raft. Not many survived the wreckage but they managed to kill the serpent after almost bleeding to death.

They sailed their improvised raft which it was the time when things got worse. Storm brewed and destroyed their raft and all Elione remembered was when a huge wave went over her. She woke up with her arms and head on a piece of plywood from the raft awoken by the satyr confirming there was another trouble. They're nearly on the shore of Long Island Sound when Telkhines appeared ready to feed on a other victim. Having two was bad enough. They had trouble fighting them off with their strength, hammer and axe yet they beat them out after Pallas showed up with his wicked-looking spear and after having multiple scratches, bruises, and blood and a broken leg for Elione. The satyr carried Elione to the shore where she fainted and was brought to the infirmary where she dreamt of her mother saying that she is proud of her and woke up with the holographic symbol of a glowing brush swirling over her head and surprised enough to see Pallas feeding her nectar.
Note: This just mainly focuses on art itself but it may be also to fashion, bakery, weaponry, sports, literature etc.

Weapons

A brush that transforms into a two and a half feet Celestial Bronze sword decorated with spirals on the hilt. The brush also has the ability that when used, the drawn object or place will become animate if the user wishes to. Elione named it "Vinci" after Leonardo da Vinci, her favorite painter of all time. It was said that painting is like a form of swordplay.

Astrid-Penthos

There are different descriptions on Penthos, or penthus. Some say that he was the Greek spirit or daimon of grief, lamentation, and mourning. Others believe he was the Greek spirit of mourning, sorrow, sadness, and grief.

Cabin Description

If you just glimpse at it,then it looks like a normal cabin painted a grayish blue, but if you look closely you will see that it has tear drops running down the walls. Every tear drop shows a face of someone grieving or someone who is immensely miserable . Inside the cabin there is a small waterfall made of tears rolling over the statue of Penthos.You can hear slight moans caused by misery and sorrow echoing throughout the cabin. The walls of the cabin are a dusky grey, since that is the color that represents sorrow.

The Lighting fixtures (which give off very little light) look like faces, all different, and all having an expression of pain, misery, and grief. If your were not welcomed in the cabin, but you enter anyway you will be filled with vast pain and misery until you leave or until you're welcomed in.

Powers

Defense

  1. Push the feeling of pure misery into someone’s mind causing them to lose motive to attack for a short amount of time
  2. They can also take feeling of misery away, but only for a short amount of time.
  3. Can give the illusion of the person their opponent cares most about dying ; this may backfire though as everyone grieves differently .

Offense

  1. They can boost their weapons so that when they strike someone it will increase pain and misery
  2. If an opponent is in pain because of them, they can feed off their misery and pain making them stronger.
  3. When injured in a fight they can use that pain to become stronger as an energy buzz, but if doesn’t last very long.

Supplementary

  1. They can tell when demigod or human they are close to dies, due to a tingly sensation.

6-months after character is made

  1. They can create a piercing wail of pure grief that will momentarily deafen anyone within a 5 mile radius . While doing so they are unable to attack, it also affects both allies and enemies.

Traits

  1. They tend to enjoy other’s pain and wallow in others misery.
  2. They have very dark attitudes and do not grieve over death
  3. They are not as prone to misery, pain, or grievances as others.=

Counselor

Character Name: Brone Acheros

Personality: Brone shows no remorse when he hurts someone, whether that is physically, mentally, or emotionally. In fact he enjoys knowing that he’s caused someone misery. Deep inside though he is truly kind, but is too scared to open up to anyone. He likes to keep to himself and doesn’t say more than one word if he has no interest in you. He tends to drift towards people who carry a lot of pain and sadness with them.

Appearance :
Alex m

History: History Here

Weapons/Possessions:CB sword and Shield.

Brocky- Cybele

Cybele 2

Who is Cybele? Cybele is the great Phrygian Mother of the Gods. Goddess of caverns/mountains/nature/wild animals, a primal nature goddess. She is associated with lions.

Cybele Divider

Cybele
Cybele's cabin at first glance is a normal log cabin, with caverns and mountain paintings along the walls outside. When you walk in there is a large cavern that splits the bedrooms, and the rest of the cabin apart. The cavern only goes roughly ten feet underground. Where you will find the counsellor's rooms. The walls inside are painted as a forest, with wild animals painted in the trees, mountains etc. If you follow a winding river along the wall you will find a small water fountain, shaped like a mountain, that water will come out of the top and trickle down to the bottom, where it will than go right back to the top.

Offensive

  1. Children of Cybele have the ability to transform any aspect of nature into any weapon they desire. Only one weapon can be created at a time and it cannot be bigger than the one who created it.
  2. Children of Cybele can create a small tornado formed of leaves and grass blades, as the floral tornado spins faster, the leaves and grass blades become hard and strong enough to cut someone, when at the fastest the tornado will go, the child can launch the blades of grass and the leaves at an opponent.

Defensive

  1. Children of Cybele have the ability to make an opponent feel as if their feet have become hardened and stuck to the ground, making their movements slower.
  2. Children of Cybele can create an earth wall in between themselves and an opponent, making it harder for the opponent to reach the child of Cybele. However the larger the gap of the cavern, the more energy is drained.

Passive

  1. Children of Cybele have the innate ability to communicate with all wild animals.
  2. Children of Cybele have the ability to manipulate mountains, rocks, and caverns to some extent.
  3. Children of Cybele become more sensitive to their surroundings when in mountains or caves.
  4. Children of Cybele can control most elements of nature, the part of nature most be roughly two to four meters away from the child.

Supplementary

  1. Children of Cybele have the ability to regain small amounts of health when they touch a tree, a flower, etc.
  2. Children of Cybele can create small boulders roughly two times the size of the child, this can be used for a diversion, hiding, or an obstacle, however the longer the mountain is used, the more energy is drained.
  3. Children of Cybele have the innate ability to call upon all nearby wild animals for aid in battling. The larger the group of animals, the more energy is drained.

3 Months After Character Is Made

  1. Children of Cybele have the ability to create quicksand pits around a small area for a short time, the larger the quicksand pit is, the more energy is drained.

6 Months After Character Is Made

  1. Children of Cybele can cause a tree or a flower to drain energy out of an opponent through the roots. In doing this the roots will shoot up from the ground and entangle the opponent, however when the child is using this ability, they themselves are unable to move as they are the ones controlling how much of the energy will be drained.

9 Months After Character Is Made

  1. Children of Cybele have the innate ability to morph into a lion, the longer they stay in this form, the more energy is drained and the longer they must wait to transform into a lion again.

Traits

  1. Children of Cybele generally love animals and nature.
  2. They tend to be excel at rock climbing, mountain climbing, etc.
  3. Children of Cybele love being outside and enjoying what nature has to offer.
  4. They will usually try and protect nature, and natural habitats for animals.

Name: Beau Chambre

Gender: Male

Age: 15

Family

  • Mother: Cybele
  • Father: Laurent Chambre
  • Step-Brother: Célestin Loup
  • Step-Mother: Katherine Morté
  • Adoptive Parents: Chris and Amore Holmes
Appearance:
Beau Chambre

Personality: Beau is very outspoken and loud. He generally is a handful to be around and normally needs to be watched as he will get into trouble most of the time. Although goofy and usually hyper, his is loyal and will always offer advice whenever needed. He is a flirt, but it depends what mood he is in. Most of the time it is a good one, but do to never really having a strong parent figure, he tends to act out a lot.

History: Laurent Chambre, a rich man living in France, met Cybele while he was coming home from a late night drink at a local bar. Cybele feeling sorry for Laurent as he was slightly drunk, volunteered to take him to his house. While getting lost for awhile, they soon found Laurent's mansion, and soon after ended up drinking even more. Later that night they ended up in bed together, and in the morning when Laurent walk up, Cybele was gone, leaving a note informing him of her true identity. Not believing what he just read, Laurent went back to his normal life.

Nine months passed and Laurent was driving home from his job, when he soon met a young woman named Katherine Morté. The two began to talk and soon after Laurent drove Katherine to his house, shocked to see, there was a baby on his doorstep. The two took the baby inside, and Katherine soon found a note wrapped under the blanket. The note said that the baby boy belonged to Laurent, and that he would soon know what to do. Laurent named the child Beau, and three months later, was engaged to Katherine. Although Katherine wasn't Beau's real mother, he thought that she was, often spending more time with her, instead of Laurent. This drove a wedge between the family, and when Beau was a year old, Laurent and Katherine got a divorce. Laurent not wanting anything to do with Beau, gave full custody to Katherine, and soon Laurent left, where he than got re-married to Beau's step-brother's mom Fleur.

Beau and Katherine soon moved to England, as Katherine did not want to see Laurent ever again. At the age of five, they returned to France as Katherine accept a job offer at a huge company. She began to get a load of money from her job, and soon Beau and Katherine moved into their own mansion. But when a gang of teens burnt the mansion down, Katherine was inside searching for Beau's blanket, as they were going camping, Beau soon watched from Katherine's car, as his house and his step-mother got engulfed in the flames.

Beau soon went into a foster home, where he sat waiting to be adopted for five years, at the age of ten. Someone should interest in adopting him. Until a younger child came into the foster home, and the couple decided to adopt the young child instead. Leaving Beau at the foster home. Soon he began to loose hope, and decided to run away. He only got three blocks away, when the police found him and took him back to the foster home.

Another year had passed, and soon Beau had been getting plenty of adoption requests, Beau soon went to the first couple who offered to adopt him. A young couple named Chris and Amore. Beau grew up with the family, but never felt apart of it. At the age of thirteen Beau was walking home from school when he had gotten attacked by three nearby Lamiai, struggling to survive them, a satyr soon appeared and killed one of them by chopping of it's head with a celestial bronze sword. The other two continued to attack Beau who was on the verge of death. Soon his adoptive father Chris was walking down to a nearby café when he saw Beau being attacked by the Lamiai, as he could see through the mist. He soon ran over to them and tackled the two Lamiai off Beau, and the satyr soon sliced off their heads.

The three soon returned to Chris and Amore's house, where Beau overhead Chris talking to the satyr about something called Camp Half-Blood, he said that Beau was not ready to leave and that the satyr should return in two more years, hesitantly the satyr left. Soon Beau reached the age of fifteen, and the satyr returned, Chris and Amore said their goodbyes to Beau, and Beau and the satyr soon boarded a plane to New York, where the satyr explained about the Greek gods, and that Beau himself was a demigod. When a flock of Stymphalian Birds started trying to break the roof of the plane. The satyr soon gave Beau a map to Camp Half-Blood, and went to the roof to battle the Stymphalian Birds, soon all the birds fell off the plane, along with the satyr. When Beau arrived in New York shocked, he began searching for Camp Half-Blood. He got to the forest where a nearby erotiad bumped into Beau, she than told him straight away that he needed to follow her and they soon arrived at the gates of camp, where Beau was claimed by Cybele.

Possessions: A ring that turns into a sword; named Kather, a yellow lab and a black lab; named Miko and Shaden, his Iphone 5

Plague- Nosos

Spirit (Daimones) of Illness, Plague, and Disease

Cabin Description

Nosos' Cabin is made of seemingly rotten wood that gives off a constant smell of illness. Inside everything resembles what a normal cabin looks like except for the wood it is made of. Should anyone other than a child of Nosos stay in the cabin for an extended period of time they would begin to become very ill. The roof is made of asbestos and it smells

like it too. The bedrooms are in the back and just like the main area all the furniture is also made from wood that seems like it's rotting.

Powers

Offensive

  1. Children of Nosos have the ability to induce nausea and vomiting in an enemy for a limited time. The more violent the nausea and vomiting the more it drains the user.
  1. Children of Nosos have the ability to emit an aura that causes whoever comes in contact with it to have an itchy and

painful rash. The longer this is in effect the more it drains the user.

Defensive

  1. Children of Nosos have the ability to cause an opponent to feel so sick they can not move for a short period of time,

The longer this is in effect the more it drains the user.

  1. Children of Nosos have the ability to create a shield made of sheer plague energy. This shield drains the user

moderately. While in effect every time a person comes into contact with this shield they become sicker and sicker. Furthermore any weapons that hit this shield become progressively more brittle and likely to shatter. However this shield can only be held in existence for two minutes after that it will disappear and the user will be unable to recall it for the remainder of the battle.

Passive

  1. Children of Nosos have the ability to sense illness in others
  1. Children of Nosos are immune to all sickness and disease
  1. Children of Nosos tend to carry diseases on them that can easily transfer to others

3 Months After Character is Made

  1. Children of Nosos have the ability to make their skin contagious so that anyone who comes into contact with it will get violently sick.

6 Months After Character is Made

  1. Children of Nosos have the ability to cause any latent virus' in their opponents body to suddenly become active.

However the virus in question always goes back into remission once the Child of Nosos ceases to be in contact with their target.

9 Months After Character is Made

  1. Children of Nosos have the ability to turn into a Rat of some kind. While in this form children of Nosos have all of the

vulnerabilities and strengths to a normal rat. This form continuously drains the user while in use.

Trait's

  1. Children of Nosos are not nice people and they do have a tendency to be cruel
  1. Children of Nosos enjoy watching other people suffer from sickness or disease
  1. Children of Nosos are typically sickly looking

Counselor

Name: Dementia Vera

Gender:Female

God Parent: Nosos

Mortal Parent: Amelia Greenley

Appearance:
File:Dementia.jpg

Personality: Dementia is uncaring and cruel. She wants nothing less than the absolute best and she will stop at nothing to get it. She is mildly sadistic when it comes to those who have hurt her. However if you manage to become one of the rare few people she doesn't think totally sucks than she is fiercely loyal and will follow you to the end of the world if need be.

Age: 16

History: Nosos was working undercover in a cancer ward to further harm them when a beautiful twenty-seven year old women was admitted due to Astrocytoma and she was dying. At first he thought nothing of it and did what he usually did. However he could never get her out of his mind. So about a week in to treatment when she begged him to not let her die a virgin he took her up on her offer.

After that he disappeared and she started dying fast. It was when she was given an estimate on how much time she had left that the doctors also discovered she was pregnant and the baby was miraculously just fine despite how sick she was. Desperate for a way for the baby to survive she begged her sister who was also her only remaining family to let her transfer the pregnancy to her. Dementia's aunt agreed reluctantly and a week after the pregnancy transferred Amelia died.

A couple months later and Dementia was born. However in the process of coming out of the womb she had also dragged out a portion of her aunt's uterine flesh and her Aunt was dying. At her last breath just to spite what she saw as a little monster for killing both her and her sister Dementia's aunt named her Dementia. Not long after naming her did Dementia's aunt expire and little Dementia was sent off to foster care.

Dementia herself was never adopted because no one wanted a sickly looking girl who was named Dementia. She was also mercilessly teased for her name and as a reaction she developed a thick and cruel skin very early on. She eventually became a bully and was frequently kicked out of homes because of her behavior. Because of this Dementia also learned to never trust anyone.

Which was how at ten year's old she managed to corner the freaky cripple who was always watching her and proceeded to try and tear off his shoes. Eventually instead of his shoes coming off his feet did instead. Recoiling in shock and horror she backed off. After that the satyr she had just uncovered explained about camp-halfblood and deciding that anything was better than her current foster home so she went with him to camp.

On Dementia's first night their she was immediately claimed by Notos and was welcomed into the cabin. She quickly

proved herself to be an efficient and effective fighter with her celestial bronze senbon who was a little standoffish unless you managed to piss her off. She was in the cabin when they all received news that the current councilor was killed fighting a group of Drakon. Dementia was the next most senior camper after him and was promoted immediately.

Wai - Plutus

Info: Plutus is the god of wealth. He was originally an agricultural deity that presided over bounty of rich harvests. Later on, he became the god of material wealth itself. Plutus was the son of Iasion and Demeter. He was blinded by Zeus so he would distribute wealth indiscriminately and without favour towards the good or the virtuous. Plutus is often conflated with Pluto, the Roman equivalent of Hades who was also the lord of riches below the Earth. He is sometimes accompanied by Eirene, the goddess of peace and Tyche, the goddess of luck. His opposite counterparts are Penia, Amechania and Ptokheia (Poverty, Want and Beggary) and Limos (Starvation).

Cabin Description: Plutus' Cabin resembles a normal yellow cabin from afar. A closer inspection reveals that the cabin is actually gilded with gold. The cabin is quite small from the outside but is much larger inside. Around the cabin, gems, coins, treasure chests and gold bars are scattered around as if they are litter. If you try and take away these gems, they will vanish from your sight. Fragrant flowers grow in abundance around the cabin. The exterior of the cabin is adorned to the point of excess. The cabin can become an eyesore for people if they hang around it for too long. The cabin door is inlaid with diamonds and sapphires and the knob itself is made of platinum.


Plutus' Cabin inside is much simpler compared to its more extravagant and elaborate exterior. The interior is painted completely white. When you first enter the cabin, you will be greeted by the altar for the god, Plutus whose statue is holding a cornucopia full of drachmas on one arm while stretching his other arm holding a bowl of fruits for you to take a bite. In front of the altar, there are various sofas where the children of Plutus and the visitors can relax. A chandelier hangs from the ceiling which lights up at night. There are two staircases that the visitors can use. Both of the staircases lead to the second floor.

The second floor is a long hall and gilded sculptures hold candles which light up during the night. The ceiling of the second floor depicts the birth of Plutus, his eventual blindness by Zeus and bits and pieces of Aristophanes’ play, “Plutus”. The door to each room has a banner made of gold with the campers’ name on it. To enter the room of each camper, you have to pay whatever you have. If you have permission or the owner, you can enter for free. At the end of the hall, another staircase leads to the rooftop.

Offensive

  1. Children of Plutus are able to telekinetically hurl coins, gemstones or other precious materials into bullets. The strength and the speed of the object hurled depends on how heavy the object hurled is and how much energy input the child had used. Each shot uses a moderate amount of energy from the child.
  2. Children of Plutus are able to induce greed into people causing them to becoming possessive and fight over a certain object. This can leave them vulnerable to attacks.

Defensive

  1. Children of Plutus are able to summon a quick shield made out of a cluster of coins or gemstones. However, the shield quickly dissipates over time.
  2. Children of Plutus are able to make the enemy move much slower by increasing the weight of their possessions.

Passive

  1. Children of Plutus are able to sense sources of abundance of wealth or precious materials (i.e. banks, mines) very easily.
  2. Children of Plutus in the vicinity can make people greedy or possessive of their own objects.
  3. Children of Plutus are stronger when there is an abundance of wealth around (like a bank or a gold mine)
  4. Children of Plutus are able to identify all kinds of currency or gemstones just by touching them.

Supplementary

  1. Children of Plutus are able to create a sudden shower of gemstones and coins that distract opponents for a short period of time.
  2. Children of Plutus can control gemstones, coins, gold bars e.t.c. telekinetically. They can also summon them from the earth but this can drain the child if used excessively.
  3. Children of Plutus can create coins, notes, gemstones and gold bars. These tend to be hard to maintain and the longer it stays, more energy is drained from the person who summoned it into existence.

3 Months After a Character Made

  1. Children of Plutus can persuade people to follow the user's orders for a short time by bribing them. This will cause the person affected to stop and fight or do what the user wants. In this state, the child is immobile and unable to fight. The user can't bribe the same person more than once.

6 Months After a Character Made

  1. Children of Plutus are able to transform their shields or armors into diamond to increase their durability. However, the longer this transmutation remains, this will slow down the movement of the user and drain the energy of the user.

9 Months After a Character Made

  1. Children of Plutus are able to cause a person to be transformed into gold or other precious metals. The process is not instantaneous. The transformation will cause some parts of the body to be changed first before spreading to the rest of the body. It is only after a few minutes that the victim's body is transformed. If he or she proceeds with the full transformation of the person, the user will severely damage his or her body and health. If they discontinue the transformation at any point, they will be depleted out of their power and may not be able to move for a moderate period of time.

Traits

  1. Children of Plutus dispenses possessions around strangers for no apparent reason. This may have something to do with their father's blindness. They are not really generous to their friends though.
  2. Children of Plutus always enjoy a life of luxury and wealth.
  3. Children of Plutus are usually very greedy and obsessed with money.

Counselor - Michel "Mitch" Voclain

Voclain1
I think I just drained France of its precious mineral resources...

–an entry from Michel's diary. This isn't the first time it has happened.

Name: Michel "Mitch" Voclain

Gender: Male

Age: 16

Family: Plutus (Father), Roxanne Voclain (Mother),

History: Michel's mother, Roxanne was a daughter of Nike who worked as a tailor. She loved her job but she was underpaid. Soon, she met Plutus while she was working to make a new shirt for him. He was blind but he really loved Roxanne's personality. He afterwards began to come to Roxanne's shop for no reason. Roxanne began to suspect something was wrong. Plutus confessed liking Roxanne and the two began to date. Months later, Roxanne was pregnant. Plutus was forced to leave but not before long, he explained to Roxanne who he actually was and what his child will become. He gave Roxanne a present for his future child. He then vanished from Roxanne's life afterwards.

On his fourteenth birthday, Dominic discovered his powers to summon gems and gold from the ground. He realized what this meant. He could easily repay his debts. All he has to do is siphon all the things Michel can summon. Dominic was clear-sighted and knew about the rumours of demigods and people with superpowers. When they were alone in the house, Michel was dragged to the basement. Dominic offered the boy a deal. He would be ousted as bisexual and his mother would be assaulted and killed if he didn't supply gold and gems for him or if he told other people about this. Trapped, he had to comply with his demands. Over the course of a month, Michel was able to summon a bunch of gems and gold bars that could fill a medium sized backpack.

Dominic was able to repay his debts but he wanted to gain more. Drained and exhausted daily, his school work began to get worse and worse. Dominic's devious plans were discovered by Roxanne who angrily derided him for it. Enraged, Dominic and Roxanne had a fight. A mess was made in the living room afterwards. Dominic deciding that he should keep Michel for himself brought a group of his friends to attack Roxanne. The thugs attacked Roxanne. Michel during the struggle managed to use his powers to knock out the thugs.

Roxanne and Michel left the house and to the backyard that night with Dominic following them. She explained that Michel was a demigod, a child of Plutus. Not before long, Roxanne gave him a pen and told him not to use it until he actually needed it. As the quarrel began and before Dominic could grab Michel and take him away, a hellhound who caught the scent of the demigods attacked them. Dominic was killed during the confrontation. Roxanne was able to kill the hellhound. Michel and Roxanne quickly bought tickets to get their flight to the United States where Michel would live safely in Camp Half-Blood. There he was claimed by Plutus as soon as he came onto Camp's grounds.

Personality: Michel is quite kind and nice to other people as long as they do not want his possessions. He is sometimes really awkward and shy. He sometimes does not open very much to strangers. When you get to know him, he's random and quirky. He occasionally has outbursts of emotions. He doesn't really get angry and is always ready to forgive. He enjoys watching cartoons especially those from Cartoon Network such as Adventure Time, Ben 10, Regular Show and so on.

Weapons: He has a Celestial Bronze sword and twin daggers.


Model: Erik Vilar

Dead - Aergia


Who was Aergia? AERGIA was the goddess or female personification idleness, laziness, indolence and sloth. She is sometimes stated as a daughter of Aither and Gaia. She is said to guard the court of Hypnos in the Underworld.

Aer-WIP

Powers:

Offensive

  1. WIP

Defensive

  1. WIP

Passive

Supplementary 

  1. WIP

3 Months Power

  1. WIP

6 Months Power 

  1. WIP

9 Months Power

  1. WIP

Traits

  1. Children of Aergia tend to be lazy
  2. Most Children of Aergia like staying idle

Head Counsellor

Name: Maggie Dunbroch

Age: 16

Gender: Female

Family:

Aergia (Mother)

Fergus Dunbroch (Father)

Appearance:


Personality: When you first meet her, Maggie could be a bit shy. But as friendship with her progresses, she starts to act like her real self. Brave, confident and head-strong, Maggie is a force to be reckoned with and not to be taken lightly. Though most

History:

In battle it is the cowards who run the most risk; bravery is a rampart of defense.
Weapons & Possessions:

Unu - Hormes

Hormes is the God of Effort, Impulse to Do, Setting Onself in Motion, Eagerness and Starting Action

Cabin Description

Hormes' Cabin is exceptionally grand, showing that quite a bit of effort was put into it. It was painted a brilliant shade of Red, with the window frames, door, and roof painted Orange. It is very open, with windows ever few spaces. It has two floors, and the top floor has two balconies with white French Doors, that leads to the Rec Room, which takes up the majority or the Top Floor. The inside continues the pattern of being grand. The walls are painted a soft orange, and chandeliers are hung from the rather high ceiling. The beds are either Canopy beds, or a Four-Poster Bed. In the middle of the level floor is a huge statue of Hormes, and once you look into his eyes, you are instantly eager to do something. The upper floor is a huge Rec Room. It has a Flat Screen TV, and recliners, as well as Sofas around the TV. Farther away from the TV, there is a Ping Pong Table, a Foosball Tavle, and a Pool Table. Off to the side, there is a mini-kitchen area, with a Microwave, Mini-Fridge and an Ice Cream Machine.

Powers

WIP

Counselor

Name: Amelia McCarthy

Gender: Female

Age: 16

Mortal Parent: Jennette McCarthy

File:PoCharrie.jpg

Personality: WIP

History: WIP

Possessions: WIP

Kevin - Momus

Momus, Momos, or Μωμος was the god, a daimon (abstract personification), of mockery, blame, ridicule, scorn, complaint, stinging criticism, and censure. He was expelled from heaven for ridiculing the gods. Momus is the son of Nyx. He is the personification of mockery and censure.

The roof of the cabin looks like a mask covering it.

Offensive

  1. Children of Momus are able to use stinging criticism to target deep into the person's heart, attacking their opponent's self consciousness. Both the user and his/her opponent are immobile while using this attack.
  2. WIP

Defensive

  1. Children of Momus are able create a mask shield to protect them.
  2. WIP

Passive

  1. Children of Momus can, using blamery, transfer damage to their opponent. Doing so drains them of some energy.
  2. Children of Momus are empowered when people around them are mocked and ridiculed

Supplementary

  1. Children of Momus are also able to use to latch the mask onto an object putting it in their command.

3 Months After a Character is Made

  1. Children of Momus have the ability to ridicule their opponent making them unable to attack, dodge and block attacks for a short period of time.

6 Months After a Character is Made

  1. Children of Momus can censure their opponent's attack. Doing so drains them depending of the amount of energy needed to use that attack.

9 Months After a Character is Made

  1. Children of Momus can latch a mask onto their opponent's face that controls their opponent for a period of time, drains their energy, your opponent is immobile during this state. Doing so drains them of a lot of energy.

Traits

  1. Children of Momus tend to to be talented and enjoying at mocking and ridiculing others.
  2. Children of Momus tend to whine and complain for little reason at all
  3. Children of Momus tends to censure things they don't like.

Name: WIP

Age: WIP

Family: WIP

Appearance: WIP

Personality: WIP

History: WIP

Weapons & Possessions: WIP



Virtus - [1]

Arete or Virtus (Roman Name) he was the god of bravery and military strength.

WIP

Offensive

Defensive

Passive

Supplementary

3 Months After a Character is Made

6 Months After a Character is Made

9 Months After a Character is Made

Traits

Name: WIP

Age: WIP

Family: WIP

Appearance: WIP

Personality: WIP

History: WIP

Weapons & Possessions: WIP



Gruff - Eleos

Who is Eleos?

Eleos is the goddess Goddess of mercy, pity and compassion. She is the daughter of Erebos and Nyx and her opposite number is Anaideia the goddess of ruthlessness, shamelessness, and unforgivingness.

Eleos' cabin looks like a regular cabin, with a welcoming feel to it. It’s walls are made of light brown oak and with bigger windows facing outwards on the sides of the cabin. The roof is bronze-red and made of tiles, which is a pretty sight in when the sun is setting. In the four corners of the cabin, there’s are dark-brown pillar, for extra support, adding some more “strength” to the design. The door is a double door, also made out of oak like the walls, but in a slightly darker tone, so that it does not blend right into the walls. In the front of the house there’s a small a patio. The roof covers this patio and is held up by two pillars, like the other four ones in the corners of the cabin.

On the inside, both floors and walls are made of light brown oak. The large windows lights the room up and the campers are able to get a view on the outside. Cream colored curtain hangs down beside the window so they can block out the sun when they sleep. On the floor there’s a big red square carpet stretching out. In the middle of the main room, facing out to the door there’s a medium sized statue of Eleos made of gleaming white ivory. Around it sit couches and tables. In the other side of the common room there’s a small fireplace, to add to the welcoming, heartwarming feeling. Along the main room stand many large oak doors leading into the cabiner's rooms. The doors glisten like gems in the reflection of the fire.

Offensive

  1. Children of Eleos are able to make someone forget their mercy towards his/her allies and attack them brutally for a short period of time.
  2. Children of Eleos are able to send a wave of mercy in which anyone hit by it will think twice about attacking the user's team, making them confused and dazed.

Defensive

  1. Children of Eleos can make others feel pity on them. Stopping any attacks for a short period of time and protecting them. The longer this is used, the more energy is drained.
  2. Children of Eleos are able to send a wave of mercy in which anyone hit by it will think twice about attacking the user's team, making them confused and dazed.

Passive

  1. Children of Eleos are able to instill compassion around him/her, making those around him/her feel light and carefree.
  2. When around a child of Eleos, people tend to forget they're pity toward enemies.
  3. Children of Eleos are stronger amongst those who feel pity, or generally care about others.

Supplementary

  1. Children of Eleos are able to calm down a person and by showering them with compassion.
  2. Children of Eleos can sway a person's opinion for a short while making them do the opposite.

3 Months After a Character is Made

  1. Children of Eleos can make their allies feel no mercy for some time. This makes them attack without any hesitation at all. The longer they use this, the more energy is drained.

6 Months After a Character is Made

  1. Children of Eleos can overwhelm everyone around them by surrounding themselves with an aura of mercy, causing everyone to freeze in position for some short period of time. The longer it's in use, the more energy is drained.

9 Months After a Character is Made

  1. Children of Eleos are able to release a flood of compassion towards his/her enemies. This taps into the targets emotions and conscience, making them compassionate towards the user and protect the caster at any cost. The caster is vulnerable to attacks while using this and need large breaks between uses.

Traits

  1. Children of Eleos take pity quickly on other and enjoy helping them.
  2. Children of Eleos can relieve people from stress for a short while.
  3. Children of Eleos are generous and charitable.

Name: Ernest Drake

Age: 16

Family: Dr Christopher Drake (Father)

Appearance:

ErnestD


Personality: Ernest is a really nice, kinda and generous. He loves every one and everything. He loves making friends and loves meeting strangers. He usually is pretty quite and keeps out of trouble. He's always pretty up beat, but at some occasions falls into deep depression.

History:

I have always found that mercy bears richer fruits than strict justice.

Christopher was a very rich man and a professor at Oxford University. He had inherited his wealth from his now deceased father and mother. They were both very powerful people and had gained there money playing the stock market and working hard. He was head of Mythology and was very happy with this job. For some work he was invited by Yale to work there for a year. He happily went as he wanted to, first hand grasp American life. Later that month he flew out. A month later, Christopher gave a large amount of money to a charity. As a thank you, the head of the charity went over to thank Christopher. She was a fair haired, blue eyed woman, standing at about 5'6". Christopher fell head over heels for her, and because of this carried on donating to the charity. After some weeks of this he finally asked her on a date. The date went well and they retired back to his place. That night they slept together.

In the morning she had left. This broke Christopher's heart, and he tried to phone the charity but they no longer seemed to exist. He was heart broken for months, till one day a basket was left by his door. It was a baby boy, and with him came a letter, telling him that when the boy was 15 that he should be sent to Camp Half-Blood, Half-Blood Hill, Farm Road 3.141, Long Island, New York 11954.

Ernest grew up in a very happy child hood and went to the best schools. He was a pretty smart kid so he was always put in top sets. He wasn't the most loved kid at his school, and didn't make a lot of friends. But people looked up to him because of his kindness and up beat attitude. When Ernest was 7, his father died from heart attack. This saddened Ernest, but he carried on smiling, fake smiles. He was then moved to his aunt and uncles house and the letter was lost.

He never really liked his aunt and uncle, it wasn't the same as with his dad. But he couldn't do anything about it, so he moved on. After he some years of this, he graduated Middle School and moved on too High School. At about this time, he was walking back from town where he had just gone for a drink with some friends. So he was walking back, a can of coke in his hand and a large dog seemed to follow him. Ernest didn't even like dogs so this freaked him out, so he started to walk faster. The dog, again followed running this time. He ran into an ally, blinded and confused by fear. "Dead-end. I'm going to die. It's going to kill me" These are the thoughts that sped through his head as the beast came closer. He his his face in his palms crying. He heard the beast growl and it's feet touching the ground as it supported that large body. As he hid, cowering in fear a spear impaled the hell hound and it exploded into dust. A satyr quickly ran up, grabbed the spear and climbed up to the apartments above. Ernest lay there crying for a bit but then when he looked up the beast was gone. He later nervously walked back to him house.

About 2 year after Ernest was watching TV when he heard loud barking sounds coming from outside. He look out of his bed room window. This dog was hug, at least as large as a small car. The thing growled at him, droop leaving its large teeth. What seemed odd to Ernest is that the rest of the people kept on walking, as if this was a normal thing. Ernest shouted at the dog, and the pedestrian looked at him strangely. He felt awkward and so he hid back in his room. He tried to sleep it off and when he awoke the dog was gone. Later that day, while his aunt and uncle was out he was just about to leave the house when the dog jumped him. He feel to the ground in pain. The dog bite at him it's claws digging deep into Ernest's shoulders. Just before Ernest blacked out he heard the sound of tired skidding on the road. The car parked right next to him and a satyr hopped out and stabbed the dog with a spear. He then pulled Ernest into the car and drove off to Camp Half-Blood.


Weapons & Possessions:

Ernest has a collection of stuff, from teddies to games. He owns a rare purple DS and a large collection of games to go with it. He also own a Celestial Bronze Katana. This changes into a small Yale Pen. He also carries a ring, this has not special powers he just likes it.

Sword - Lethe

Lethe was the spirit (daimona) of forgetfulness and oblivion. She is a daughter of Eris and was often associated with the underworld river Lethe. Her opposite number was Mnemosyne. While associated with the river Lethe, as a daimona she is not said to be confined there in the sources I have found.

File:Lethe.jpg

Lethe's Cabin at first glance appears to be a battered old cabin with a faded paint job. It is located on the edges of the forest where it almost seems to blend into the shadows. It does not appear on any camp records and no one really seems to know when it was built. To add to the mysteries of the cabin it has a tendency to disappear, at which point only a child of Lethe will be capable of finding it.
Inside the Cabin there is a common room with a wooden statue holding a bowl. The statue is female but incredibly worn and the face is unrecognizable. The bowl is half full with a pale murky water from the river Lethe, if it is emptied it will refill itself. The common room has some worn but comfortable furniture. A red chair sits above a trapdoor which leads to an vast basement full of forgotten books, objects, and the gods only know what else. Sleeping Quarters can be found to the left for male campers and to the right for female campers.

File:Cabin MP final.jpg

Offensive

  1. Children of Lethe can cause objects to vanish into Oblivion. The bigger the object and the more impact it has on the world the harder it is to obliterate. This will not work on people or monsters. If an object is enchanted or has special meaning to someone its owner can call it back into existence almost immediately depending on their connection to the object and strength. 

Defensive

  1. Children of Lethe can cause someone to temporarily forget what they were doing so that they don't attack, the effects only last a few seconds to a few minutes at most
  2. Children of Lethe can cause an attack to vanish. If this attack is from something physical like a sword the strength behind the attack will vanish. If it is an energy based attack the energy itself will vanish. The more power an attack has the more draining it is to erase

Passive

  1. Children of Lethe have a very high resistance to the water of the river Lethe.
  2. Text read by a child of Lethe will fade and can be erased completely if it is read several times by any child of Lethe.

Supplementary

  1. Children of Lethe can heal themselves or others by causing injures to disappear. The more serious and painful the injury is the harder it will be to get rid of.
  2. Children of Lethe can erase their own memories easily. They also can slowly and with difficulty remove the memories of others.
  3. Children of Lethe can induce a state of questioning disbelief in themselves or others and make their target unsure and forget things and if hostile the user can make them forget what they were doing in the first place by making them ask themselves constant questions, this only last a short time, a few seconds to a few minutes, the more powerful the target, the better the odds they'll be able to fight it

3 Months After a Character is Made

  1. Some children of Lethe can exude an aura which causes mass amnesia in both allies and enemies. It can be resisted with strong willpower and mental strength but while this ability is active those affected will need to constantly make a conscious effort to resist it.

6 Months After a Character is Made

  1. Some children of Lethe can cause themselves to temporarily blink in and out of existence. This is somewhat disorientating.

9 Months After a Character is Made

  1. In rare cases a powerful child of Lethe is capable of summoning the waters of Lethe to flood an area, this takes massive amounts of energy.

Traits

  1. Children of Lethe are generally incredibly forgetful
  2. Children of Lethe quickly fade from the memories of others unless they have made a sufficient impact on them.

Name: Seth Hale

Age: 17

Family:
Gordon Hale - Father
Lethe - Mother

Appearance:
File:Seth1.png

Personality: Seth is very forgetful like many children of Lethe. He is prone to forgetting what he is doing and spacing out. He can also be somewhat of a loner and does not like the idea of having to keep track of multiple friends, that being said those he dose remember are very important to him. He also is very quite and not always noticeable. He is loyal to his friends and is capable of acts of bravery although he may be indifferent to those unconnected with him. He isn't very aggressiveness and won't intentionally start fights and doesn't always see the need to see a fight through to the end.

History: Gordon Hale was a demigod son of Tyche. He was, like many of her children, very fortunate and arrived at camp at a young age with few traumatic monster attacks. He grew up, trained and made friends at camp. Life was good until he was chosen by the gods at age 18 to lead a quest. The objective of this quest was to retrieve an unnamed artefact from the lair of Arachne the queen of spiders. The prophecy was presented by the oracle and it claimed that the quest was doomed to fail. Gordon was however confident in his abilities and the abilities of the two friends he chose to accompany him. And so Gordon dragged the two demigods on his hopeless campaign to the spider queen’s lair. The moment they entered her domain it was over. Soon all three demigods were trapped. The first to fall was a son of Apollo, finished in an instant with one blow from the monster. The second, a daughter of Hestaphaus put up much more of a fight and succeeded in setting a great portion of Arache’s webs on fire, but she too fell to the monster. The flames and destruction they caused provided an opening, and Gordon escaped. Gordon refused to return to camp, he couldn’t face the others and the guilt of leading two of his friends to their deaths was too much for him.

Two years later Gordon was living on his own in a small flat in Brooklyn. Using what little money he earned he tried to drown the painful memories of losing his friends in alcohol but he only ever managed to lose to night before. One morning after, however, he woke to find that he was not alone. Beside him lay a woman, a pale, raven haired woman, the most beautiful woman he had ever seen. She turned over showing an amused smile at his expression of disbelief, “Oh you don’t remember? I guess I’ll just have to introduce myself again. I’m Lethe goddess of Oblivion.” And so began his relationship with Lethe.

Lethe began to visit Gordon at irregular intervals but these visits soon became more frequent. At first Gordon saw Lethe as a means of freeing him from his unwanted memories but him soon fell in love with her. When he finally asked her to take away his memories she denied his request revealing that the other gods had forbade it, it was part of his punishment for failing and allowing his comrades to die. Even with that desperate dream cut short Gordon continued to fall deeper in love with the mysterious goddess, and then she became pregnant. Lethe stayed with Gordon throughout the pregnancy but he knew the rules and that she was planning to leave. And so Seth was born and Lethe left, giving Gordon an eraser that never runs out with the power to become a Celestial Bronze Sword as a gift for their son when he would need it. Having Lethe out of his life hurt but Gordon was able to push past it, if he lived a good life he’d see her before the next one and besides he had a son to raise.

Seth Hale was a quiet child, he rarely cried and was content for the most part to sit on his own and stare out the window. He never drew on the walls or left toys lying around, in fact it was almost impossible to see that a child was living in the small apartment without seeing Seth for yourself. His father was understandably worried but Seth’s odd behaviour served a purpose. The less people who noticed him the less monsters who noticed him. But Seth wasn’t the only target in his family for such attacks. Fending off monsters to protect himself and his son was a never ending task for Gordon Hale. When Seth was 10 years old he witnessed his father fight a hellhound. As the creature leapt at him Gordon decapitated it. As the monster fell apart into dust Seth cried properly for what seemed like the first time. Gordon talked to him, begging Seth to forget about the hellhound. Seth crossed his eyes wanting the nightmare to end, and then a miracle happened, it did. Seth had erased a portion of his own memories.

As time went by the process repeated itself many times. Monsters attacked, Gordon fought them and Seth forgot. By the time he was in high school Gordon decided that it couldn’t go on for much longer, there were too many near misses and he still hadn’t given Seth any training as he risked exposing him to the hidden world. There was only one solution and that was Camp Half Blood, a place Gordon had sworn never to return to. So he waited postponing the inevitable for as long as possible. Seth wasn’t unhappy he led a comfortable enough life and got on well with his father, he didn’t have any friends but that didn’t bother him after all it wasn’t like anyone bullied him or anything they just seemed to forget about him. Seth was so forgetful as well, keeping track of different friends, their likes and hobbies and everything else would probably have been too much trouble anyway. Things changed just after his seventeenth birthday when he meet Miranda Linn. The attractive transfer student seemed to lock onto him the moment she laid eyes on him and began to follow him around the school. This was completely new to Seth but he figured that she’d soon forget him and ignore him just like everyone else so he tried to ignore her. Ignoring her failed and before he knew it they were having lunch together every day and studying together at his house after school. Despite the fact that she followed him everywhere Miranda claimed not to like Seth as anything more than a friend. Along with her odd somewhat jerking movements and the faint smell of burnt fuel that clung to her Miranda was definitely strange. Not that anyone else got close enough to Miranda to notice her many peculiarities, she would hang around with Seth and no one else, yet another thing that made her odd.

One day after school Seth was heading back to his apartment with Miranda, when a blond girl sauntered over to them and stopped Seth. The girl was soon join by two others almost identical to herself. The first smirked and declared “you’re in trouble hun” before the three changed into misshapen mixtures of goat, girl and metal aka empousa. Seth was frightened that was for sure but he couldn’t help feel a strange sense of deva vu. Miranda on the other hand gave no signs of fear, she spun into action and with inhuman speed lunged for one empousa, took hold of its head and twisted. One monster collapsed into a heap of dust. The remaining two shrieked and attacked Miranda with her unhuman strength and speed she dispatched another. The final Emopusa watched its comrade fall and fled, the thing standing between here and the demigod was more of a monster than herself.

With the danger past Miranda smiled and was back to her old self. She explained herself as being an automaton. She was his still his friend she promised but his protector too, until he got to camp. The couple completed their journey to Seth’s home where they found Gordon Hale. Miranda behaving more mechanically than Seth had seen before requested to escort Seth to Camp Half Blood, “for his own safety and the safety of others.” Gordon knew the time had come and he finally recounted his story to his Son. Gordon offered to drive Seth to Camp but according to Miranda the attention of two demigods and automaton would create unwelcome obstacles. Reluctantly Gordon agreed but not before passing on the gift Lethe had left for Seth and giving Miranda the keys to his car. And so Miranda drove Seth to Camp Half Blood. With important missions to be completed in the outside world Miranda was forced to leave soon after on “a journey of undetermined length”. Seth in the meantime had his own journey to begin.



Weapons & Possessions: An enchanted eraser that never runs out and transforms in a Celestial Bronze Sword



Evil -Anaideia

Who is Anaideia? Anaideia was the goddess or spirit (daimon) of ruthlessness, shamelessness, and unforgivingness. Her opposite number was Eleos. She is probably the daughter of Nyx or Eris, but it isn't stated anywhere.

From a distance, the cabin looks like it has been built with dark wood and has no structure. Yet, up close, the cabin is made of obsidian and has a rather old fashioned design to it. The idea of this, is to make someone feel guilty for thinking too low of the cabin. The windows of the cabin are a mix of those that come from the Georgian and Edwardian eras. Around the cabin, lamps hang from the overhand of the roof of the cabin. Inside of them, a small flame of either of the colours; dark green for unforgivingness, maroon for shamelessness and a dark naval blue for ruthlessness burn. Depending on the mood of those occupying the cabin, the flame that corresponds with the feeling would get brighter. The doors that lead into the cabin are grand and have the detailing of cougars and mountain lions etched into them, due to the two animals representing the freedom of shame. An aura of confidence emanates from the cabin, yet it is supplied by the feeling of hostility and tension.

The inside of the cabin supports the olden era look, with a chandelier hanging from the ceiling. The walls are deep shades of the colours blue, purple and red, laced with pictures depicting various acts of confidence, lack of remorse and a few acts of guilt and shame. On the left wall, a fireplace is situated, with chairs and couches surrounding it. At the back of the cabin, there is a hexagonal extension, where in the middle, a statue of residents' patron and mother stands. Behind and around her on the walls of the extension, there are pictures of her. Behind the fireplace, there are two staircases that lead to the bottom and upper floors.

Taking the stairs to the lower floor leads to the bedrooms. Each bed is accompanied by a chest where the residents can put their belongings, and a picture that hangs above each bed, that shows the person who sleeps in the bed's current feelings in regards to remorse and shame. Taking the stairs to the upper floor reveals a floor full of wardrobes/closets. Each resident gets one of these, where they can store their armour and weapons. The colours of the inside of the cabin, are similar to those of the outside; dark colours.

Offensive

  1. Children of Anaideia can take away any feeling of remorse on someone, making them attack anyone near them. The longer this is used for, the more energy drained the user becomes, and there is no way of controlling who the person attacking, attacks.
  2. Children of Anaideia can force a state of shame on someone, making them less likely to attack.

Defensive

  1. Children of Anaideia can force people to feel sorry or friendly towards them, meaning that the people they force this on, feel obliged to protect them for a short while. This is incredibly energy draining, and the user moves at a slower pace.
  2. Children of Anaideia can force a state of too much remorse on a person, making them enable to attack. This can only be use once, and the effect will wear off after a few hours.

Passive

  1. Children of Anaideia are stronger when amongst those who are ruthless and bloodthirsty in battle.
  2. Children of Anaideia can change a person's feelings, making them more hostile and unforgiving for a short amount of time.
  3. When in the presence of a child of Anaideia, people tend to become more confident due to the lack of shame.

Supplementary

  1. Children of Anaideia can enforce a state of hostility on those around them, making them more likely to attack their opponents.
  2. Children of Anaideia can help make their allies feel more confident.

3 Months After a Character is Made

  1. Children of Anaideia can put a person under a spell of shame, making them hesitant to make decisions. This can be used in both battle and everyday life. The longer this is used for the more energy is drained.

6 Months After a Character is Made

  1. Children of Anaideia can make people around them feel hostile and have no remorse towards them, ignoring them in a sense, allowing the child of Anaideia to attack. The longer the user makes those around them feel like that, the more energy it drains.

9 Months After a Character is Made

  1. Children of Anaideia can funnel their own guilt and the guilt of others around them to create a dome or a weapon. If they create a dome, it acts as a shield, protecting them from attacks for a short while. If someone besides the child of Anaideia was to touch said dome, they would feel incredible guilt for a short amount of time. If the child of Anaideia opted to create a weapon, it could be no more than twice the size of the conjurer, and would slow their movement down. Either way, the energy used is of a significant amount, meaning that the user would have to take large breaks in between uses.

Traits

  1. Children of Anaideia tend to not feel sorry for others.
  2. Children of Anaideia can sense who is holding a grudge against another person.
  3. Children of Anaideia generally lack shame, making them more confident.
  4. Children of Anaideia find it hard to show any pity.

Name: Ludwig Astaire

Age: 17

Family: Anaideia (mother)
Mayer Astaire (father)
Evelyn and Gracie Astaire (younger half sisters)

Appearance:
LudwigA



Personality: Ludwig is loud and confident, hardly ever regretting the things he does.

History:

Unforgiveness is like drinking poison and hoping the other person dies.


Mayer Astaire was a respected man in Berlin, and was known for his general kindness around the city. This is what attracted the goddess Anaideia to him. As they say, 'opposites attract'. At first, Mayer shrugged the goddess off, but before long, he began to fell for her.

Weapons & Possessions:

Migs -Pandia

451-people photomanipulation
Who is Pandia? PANDEIA/PANDIA was a daughter of the sky-god Zeus and the moon-goddess Selene. She is the goddess of the full moon (panselênê in Greek) and of the earth-nourishing dew (hersê).

Pandia's Cabin is similar to Artemis' Cabin. It looks like a regular cabin made of brown and gray stones during daytime but shines like silver during nighttime. The cabin's roof is made of glass that attracts moonlight like a magnet and enables it to enter the inside of the cabin. This however works oppositely during daytime and whisks away daylight like an anti-magnet. The cabin has a small porch decorated with floating glowing orbs made of lunar energy. The cabin is also surrounded by patches of soil where various plants/crops grow from it. It also has double doors made of polished ivory which are flanked by torches that spout silver fire.
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Upon opening the doors, you will be greeted by a large, circular room which serves as the common area where comfy stout chairs and coffee tables can be found. A coat rack made of silver is situated at the the right-hand side of the room and an umbrella rack, also made of silver, on the left-hand side. In the middle of the common area is a floating replica of the full moon which glows in the moonlight. It has a small opening on its base which drops earth-nourishing dew into a scallop-like basin. Campers, pets, and visitors are all welcome to drink from it (with permission and supervision of a child of Pandia) as it replenishes the body or take some of it for personal purposes.
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Past the common area and directly opposite the door is a large hallway whose walls are imbued with tapestries showcasing the different phases of the moon. The floor is covered by a silver carpet extending along the entire length of the hallway. At least 10 rooms can be found on each side of the hallway, all equipped with a door made of polished ivory. At the end of a hallway is a simple flight of stairs which leads to the observation deck. Inside a long, simple wooden cabinet, numerous telescopes are kept. A number of tables are placed in a circular formation in the middle of the room, a distance of 6 feet in between each table.

Offensive

  1. Children of Pandia have the ability to form weapons out of pure moonlight which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. Non-combative objects can also be made out of this, but cannot generate any electricity as moonlight does not have any working parts.

Defensive

  1. By deriving the moon's reflective surface, a physical aspect of it, children of Pandia have the ability to create a mirror made of pure moonlight which will reflect at least two weapons in order to attack others back. Once the mirror is used, it will break. It cannot be used repeatedly as it severely drains the user.
  2. Children of Pandia have the ability to conjure a solid replica of the moon, roughly 2 to 3 times the size of the user, which will blunt most attacks for a short time but also slows the movement of the conjurer. Over time, the replica crumbles into dust.
  3. Children of Pandia have the ability to use the gravity pull of the moon to slow down enemies giving them a high chance to dodge or avoid their opponent's attack.
  4. Children of Pandia have the ability to bend the moonlight around them, concealing them for a short time.

Passive

  1. Children of Pandia can see perfectly at night as if it were day.
  2. Children of Pandia are innately stronger at night.
  3. All the powers of a child of Pandia are based on the phases of the moon. When using powers during a new moon, their powers take dimmer forms and of weaker power. As the phase of the moon changes towards a full moon, the child's powers become brighter and stronger. At last, the powers reach its full power and brightness during a full moon. It becomes weaker as the phase changes towards a new moon and so on and so forth.
  4. Children of Pandia have the innate ability to create a sort of magical dew—droplets of water produced by a plant in transpiration—and use it to greatly nourish and heal any plant the dew is used into. Should the dew is used on soil, it may make the affected soil to become more fertile.
  5. Children of Pandia are weaker during lunar eclipses,as their source of power is dimmed and weakened by the Earth's shadow.
  6. Children of Pandia have the ability to actually ride moonbeams they have created, or natural ones created by the moon.

Supplementary

  1. Children of Pandia have the ability use moonlight to shine so bright that it blind the beholders for a short period of time.
  2. Children of Pandia have the ability to create beams of moonlight, depending on the intensity they can use it to help them and others to see in the dark, or use it to distract an enemy momentarily by blinding them.
  3. Children of Pandia have the ability to use the gravity push of the moon to pin down enemies to the ground, disabling them to move.

3 Months After a Character is Made

  1. Children of Pandia have the ability to cause a "mock full moon" to appear in the sky for a short time (15 minutes at most), strengthening all of their attacks, whether physical or magical attacks. Primarily, this ability is used at day to compensate for their weakness during the said time. In addition, the mock moon causes an eclipse when used at day, which will greatly weaken any light-based attacks (pure light, sun light, rainbow light etc.) for a very short time. After the "mock moon" disappears, the user is considerably drained, all bonus strength received now gone. A user can only use it once every 24 hours.

6 Months After a Character is Made

  1. Children of Pandia have the ability to use the forces of the moon to act violent and obtain survival instinct (similar to werewolves). While this may give them a great offensive bonus, it will blind them from friend or foe and attack anyone nearby and become reckless in their actions. During a full moon, the enhancement is at its maximum, but may drive the user to a state wherein they lose awareness of themselves that may last days. Once the user reverts back to their original self, they are drained considerably and incapacitated for some time.

9 Months After a Character is Made

  1. Children of Pandia have the ability to shed their flesh into pure moonlight, granting them temporary flight and everything they touch enters a state of confusion, hallucinations and emotional distress, as the moon was deeply associated with emotions and illusions. The longer they maintain this form, the more energy it drains. When they revert back to their original form, they are drained greatly and may not move for moderate periods of time.

Traits

  1. Children of Pandia are more active during nighttime especially when the moon is full.
  2. Children of Pandia are generally good astrologists and likes studying the heavenly bodies.

Name: William "Will" Anderson

Age: 17

Gender: Male

Family:

  • Simon Anderson (Father)
  • Pandia (Mother)



Appearance:



Personality: Will is someone who could easily turn a frown upside down. He's friendly, nice to get along with and is a 'go with the flow' type of guy. If you're a friend of his, he'll be sure to make you smile... or cry due to laughing. Will can be very talkative to the point where it's annoying but one thing's for sure, he is no gossiper. He respects people's privacy and would never backstab a friend. Will is also artistic, loves to play sports, pull pranks and is generally a fun guy. There are moments when he can be flirty, moments when he can be sad, mysterious and generally act bi-polar. Will rarely gets angry though as he is very reserved and patient... after all, a good prank needs endless amount of patience if it were to succeed.

History: Simon Anderson was a college student studying to become an astrologist. He eventually graduated and got a job at an observatory in Florence. He proved to be a dedicated worker and soon became a respected member of the staff. He was working late, one night, at one of the raised observatory decks, studying the surface and trajectory of the full moon. He was alone, the rest of the staff having gone home for the night.

As he was looking through the telescope, a shadow-like figure moved, seeming as if it were gliding along the surface of the moon. To Simon, the shadow seemed to be shaped like a normal person. Stopping his observation for a moment, he rubbed his eyes, thinking that the fatigue was playing tricks on him. He adjusted the telescope and looked through it again. This time, he saw the shadow-like figure from earlier... only this time, it was no longer a shadow. He saw that the figure was actally a woman, with long white-blonde hair and pale skin, wearing a dress the same color as the moon.

Simon couldn't move; he was absolutely stupefied. How could a woman suddenly appear on the moon? And with no austronautical equipment, no less?

Simon didn't believe in myths and legends but he began to wonder if this woman, this strange yet beautiful woman, was simply a part of the strange things he had seen in his lifetime. You see, Simon was one of those special people whom one would call "clear-sighted". He coud see well through the Mist and noticed many of those Greek mythology mumbo-jumbo. He once saw an 8 foot tall Laistrygonian giant running after a 15 year old teenage guy but he ignored it soon after, thinking that he was merely hallucinating due to the heat.

Oddly enough, to Simon, it seemed as though the strange woman was looking directly at him. A smile graced her lips and she seemed to flicker once, then twice... and then she was gone. Comlpetely mystefied by now, Simon stopped his observation again. He re-adjusted the telescope, so that it would show him the area where he had seen the woman. When he looked through the telescope again, he found nothing. Simon gave a sigh of relief. He really was just hallucinating and his fatigue really had been playing tricks on him. Deciding that it was no longer healthy to continue, he stopped his observation for the night and took his belonging from the nearby table.

When Simon turned around, he nearly jumped out of shock. The strange woman he had seen gliding along the surface of the moon was standing before him, smiling as though he interested her in more ways than one.

The woman decided to waste no time and introduced herself as Pandia, the goddess of the full moon. Knowing that Simon was clear-sighted, she revealed to him all about Greek gods and how they existed even until the present day. Simon was utterly freaked out and stammered an excuse to get away from the woman. He excused himself and scurried away from the raised observatory deck and the entire observatory altogether, leaving behind a rather saddened yet understanding Pandia.

Days passed and Pandia appeared to Simon from time to time, whether it was when he was alone, observing the stars, or even when he was amongst his fellow staff and peers. He tried to keep pushing her away but never succeeded. She was as persistent as the North star was visible. WIP

Weapons & Possessions: \

Wonder♥ ~ Hesychia

Hesychia is the goddess of quiet, rest, silence and stillness as well as the goddess of friendly intent, tranquillity and peace. She's a daughter of Dike, the goddess of justice, fair judgements and the rights established by custom and law. She's also known as being a handmaiden of the god of sleep, Hypnos. It's noted she lives in the hollow recesses of a deep and rocky cave guarding Hypnos' "untroubled dwelling" with Lethe. It's stated she sits mute with folded wings in her spare time.

As you walk up to the cabin, you can feel a quiet aura of stillness and serenity, it has a beautiful wrap around porch, painted a beautiful, yet boring, white colour. The walls of the cabin are made of beautiful stone which are lined with multicoloured lanterns which stay still even in the stormiest of weather. The wood of the floor is made from the most ravishing oak trees. As you walk inside a somewhat calming silence hits you. The floors are carpeted in the lushest white carpets and the walls are painted a calming baby blue colour. The windows are painted white and are soundproof, as is every door/window in the cabin, meaning no sound can get in or out. There are no radios in the cabin and the TV is constantly on mute.

Offensive:.

  1. Children of Hesychia can send out a wave that deafens the people inflicted for a limited amount of time, this, in turn, makes them unable to plot and work together giving an advantage, it also allows allies to surprise them from behind.
  2. Children on Hesychia have the ability to freeze weapons and foes in their paths for a limited amount of time, allowing the them to flee or attack the immobilized victim. However the longer and more things that are frozen take more energy and freezing an arrow, for example, takes up less energy than freezing a human or an animal.

Defensive:

  1. Children of Hesychia have the ability to make people feel drowsy as their mother is the goddess of rest. This could be used on foes to make them less useful in battle or on allies to rest them up so that they're more alert.
  2. Children of Hesychia can make themselves complete inaudible, making it easier to sneak up on enemies or making it easier to hide.

Passive:

  1. Children on Hesychia can mute people, animals and electronics when the desire but the longer they stay muted the more energy it drains and once the selected object is out of a 100 meter range of them the power wears off.
  2. Children of Hesychia have the innate ability to quiet people down whenever they walk into a room, essentially making people whisper instead of talk.

Supplementary:

  1. Children of Hesychia can sense whether or not a person is deaf/mute.
  2. Children of Hesychia can see whether a person is friend or foe, and whether or not the person intends to harm or aid them, as their mother is the goddess of friendly intent.
  3. Children of Hesychia can innately know sign language.
  4. Children of Hesychia can stay still for an undefined amount of time. Basically until they fall asleep.

3 Months:

  1. Children of Hesychia can release a wave which calms ever in a certain radius, the longer the wave and the father it's released drains more energy.

6 Months:

  1. Children of Hesychia can meditate, blocking out all noise including the mind, to regain energy. However it is incredibly difficult to maintain meditation and while meditating they are completely vulnerable to attacks.

9 Months:

  1. Children of Hesychia can telepathically converse with people, however it can only be used on people who allow it. It also cannot be used to control the said person, it's essentially only like talking to them, except keeping the silence around them. Finally the more messages sent the more power it drains.

Traits:

  1. Children of Hesychia tend to be quite quiet, shy and mysterious, being quite reserved even to the people the love.
  2. Children of Hesychia sometimes lose all interest in conversation.
  3. Children of Hesychia tend to answer a lot of questions with one word answers, if they answer at all.
  4. Children of Hesychia tend to prefer writing down their thoughts to speaking them aloud, if writing stationery is available they either use sign language or keep quiet.
  5. Children of Hesychia tend to like being alone, in a quiet, stationary, area.
  6. Children of Hesychia tend to fall asleep easily and don't move or make noise in their sleep.

  • Name: Meliora Amarante (meaning "Always Improving; Unfading")
  • Age: 19
  • Parents: Hesykhia (known as Nadia (meaning Hope)) and Ethan Amarante (meaning "Stong; Unfading")
  • Gender: Female
  • Appearance:WIP
  • Personality:
I will never let you fall, I'll stand up with you forever.

–The Red Jumpsuit Apparatus - Your Guardian Angel

  • History:
Does this deafening silence mean nothing to no one but me?

–Mayday Parade - You Be The Anchor That Keeps My Feet On The Ground, I'll Be The Wings That Keep Your Heart In The Clouds

There is a book laying on top of the table, it is not locked by a lock, nor does it have any warnings about reading it, you flicked over the cover and began to read the life story of the magnificent Meliora Amarante...

There was once a girl who had it all, money, popularity and beauty. This story's not about her, it's about me, the girl who befriended her, then tore her down, one friend at a time.

Meliora's father Ethan Amarante lived in Prague, Czech Republic with his soon to be wife Isabelle Blanche in a penthouse of one of his businesses' buildings, while Isabelle would much rather be living in Tornoto, Canada where other of them were born and raised Ethan explained that the move was for the better, a new life and more money. On a dark night, 8th August 1993, Ethan met a woman named Nadia, whom he thought to be the most beautiful woman in the universe. She was quite quiet and reluctant to speak to him but when she did Ethan noticed her voice was the softest, most calming thing he'd ever heard, even more so than his record collection. While Ethan got more and more intoxicated Nadia didn't touch a drop of her wine she'd ordered. Later that night Ethan took advantage of Nadia only to be vaporized on the spot. Most of you will be thinking, how could a simple woman vapourize someone? Well, that's a question to be answered later.

Soon Nadia was pregnant but she knew that as soon as her child was born she would have to give them up. She was saddened by this but soon decided that she would have the child nevertheless. And now this is where the story transitions into third person to first person.....I was then born on April 8th 1994, I can't remember what on earth happened but all I know is that my mother left me off at my father's ex-fiancee, she was in horrible shape, she lost the penthouse and was living with her parents in Toronto, Canada again. My step mother or adopted mother, I still to this day don't know the correct title to call her, was an alcoholic, she drunk until she passed out, every single night. As my mother who was the goddess Hecychia left me on the door step my step mother's mother, would would be my step-grandmother looked at me, she was probably no more than about 55, and as she couldn't have anymore kids and refused to allow my step-mother Annie to have children due to her alcoholism, was over the moon and brought me into the house, her husband, Richie was over the moon too, while they had no idea who my real parents were they were sure that they would adopt me and they did.

The next few years of my life are a blur, I remember my older "sister" going to rehab when I was about 4 but other than that it's blank until I was about 7 and I quickly figured out that I hated speaking, so I would not speak unless it was a teacher who was speaking to me and even then I would try my best to reply with one word answers. My "parents" started to get suspicious and would ask me "What's wrong?" and the only think I could reply was "Nothing." Again after this I remember nothing more of my past until I was about 12, I was at school and this girl, who was no older than me, if not younger came strutting down the hall, wearing heels. No one my age would be caught dead wearing heels to fancy dinner parties, never mind school. Her face was plastered in makeup, gross, even now I don't wear that much makeup. Older boys loved her and there were rumours that she'd even kissed a 16 year old. Though as I became older these rumour changed and instead of kissing a 16 year old she was sleeping with 18 year olds, but even though she was a total wh*re everyone loved her, everyone wanted to be he, everyone except me.

Karly was her name, technically on her birth certificate it's spelt "Carly" but she thought a K looked cooler so....obviously she changed it. While I felt sorry for all the people she called her "friends", I couldn't help but thinking about her parents, poor them, I still wonder to this day if they had any idea what she was doing. I was about 14-15 when I had my first monster attack, it wasn't anything major, just a hellhound which eventually got bored and decided to leave me alone as I was hiding in a toilet stall, I had no clue what had happened that day, but I didn't find out for a while I'll tell you that much.

I wasn't really popular in school, I sat peacefully alone, listening to my iPod at lunch and I didn't talk to anyone. I'd never even had one best friend until he talked to me. I was on the internet, in a chatroom, the only place I could chat without feeling awkward or without my words feeling false. My friendship with him all started when he accidently private messaged me instead of his friend. He apologized and said it was okay but then we started chatting and things just happened, we found out we went to the same school, and that we were even in the same class. I never really noticed him before that but the both of us had so much in common. While most people in our class sat and chatted in their free time, we wrote eachother notes as we sat only a few desks away from each other, but the sad part about it is he never sat with me at lunch as he had other friends, I was fine with that but the fact that his friends were arrogant bullies that bullied me usually everyday as I hardly spoke.

It was a Monday morning when that happened, him and his friends were talking when they spotted me and decided it would be fun to push me into the puddle, just before they did, however, he stood in and took the push for me causing him to fall in the puddle instead of me. That was when his friends turned their backs on him. Instead of calling him "dude" or "bro" they started calling him "gay" or another name which I do not wish to repeat. WIP

  • Weapons:WIP

Boreas - Aristaeus

Who is Aristaeus? Aristaeus was the son of Apollo and Cyrene, and he was the god of shepherds and cheese-making, bee-keeping, honey, honey-mead, olive growing, medicinal herbs and the Etesian winds which eased the scorching heat of midsummer. He was also a minor god of hunting.His name was derived from the Greek word aristos, "most excellent" or "most useful."

Cabin Description

Aristaeus​' Cabin has a agricultural fence around the property, with a gate that allows you in the tiny front yard. In this front yard, there is an olive tree that has a bee's nest that the cabin tends to. The outside cabin looks like a mini golden barn, with a single door. Once you enter the cabin, the walls have a design of a beekeeping frame. On these walls there are the heads of many animals, such as deer, bucks, bears, etc. There are wooden bunks on either side of the cabin. Each bed has wool blankets and pillows.

Powers

Offensive

  1. Children of Aristaeus are great combatants and hunters.
  2. Children of Aristaeus are skilled with hunting weapons (bow and arrows, crossbows, spears, knives, etc.)
  3. Children of Aristaeus can shoot stingers from their hands, they are no bigger than the size of their hands, and the longer they shoot them, the more energy it drains.

Deffensive

  1. Children of Aristaeus can heal only minor wounds with honey.
  2. Children of Aristaeus can conjure up a shield of hard honey to block attacks. The shield can only be held for a short time.
  3. Children of Aristaeus can conjure a breed of sheep, that can attack their opponent, giving them some extra battle time.

Passive

  1. Children of Aristaeus make great hunters, attaining great tracking skills.
  2. Children of Aristaeus can see excellent during the night, nearly as well as they can see during the day.
  3. Children of Aristaeus have an telepathic link with bees and sheep.

Suppelmentary

  1. Children of Aristaeus possess great strength, agility and dexterity.
  2. Children of Aristaeus are able to control and summon bees or sheep.
  3. Children of Aristaeus can make and manipulate honey.

3 Months After Character Is Made

  1. If Children of Aristaeus find a track of an animal, monster, or human they can touch the track and get a glimpse in their head about where the animal, monster, or human was going or their appearance.

6 Months After Character Is Made

  1. Children of Aristaeus can transform themselves into a bee. This ability can only be held for a short time, and the longer it is held, the more energy is drained.

9 Months After Character is Made

  1. Children of Aristaeus can morph their body into a "blob" like form of honey, which can be used to attack another, and weaken or slow the opponent them. This can only be used once in every battle, and it drains much energy. After they change back to their human form, they can not move for a while.

Traits

  1. Children of Aristaeus tend to be excellent leaders.
  2. Children of Aristaeus tend to love sweet things and flowers
  3. Children of Aristaeus tend to hate the cold.
  4. Children of Aristaeus tend to love sheep.
  5. Children of Aristaeus tend to be peaceful.
  6. Children of Aristaeus tend to engoy making cheese, growing olives, and bee keeping.

Counselor

Name: James Robert Gallagher

Age: 19

Gender: Male

God Parent: Aristaeus

Mortal Parent: Morgan Gallagher

Appearance: James is a brunette, but dyes his hair blonde. He weighs 150 Ibs., and is 5'7". His shoe size is 10. He is not very muscular.

Personality: James is very confident and not insecure. He is not shy at all, and loves to make strangers into friends. Because he loves to make friends, he trusts people easily, which gets him hurt sometimes. He loves to laugh and makes jokes, which brightens anywhere he goes. At most times, James is very hyper, full of lots of energy, and carefree. When he is hurt, he hides it with happiness, hoping it will eventually go away. He is very intelligent, even though he may not show it. He is very loyal and is reassuring when his friends or family is upset. He absolutely hates drama. He does not take what he has for granted. He gets drunk on occasions, and this is when he swears a lot and is usually not fun to be around. He is left handed and claustrophobic.

His favorite animal is the giraffe. He loves the colors green and blue. He loves to eat, and has to many favorite foods. He loves pop, 50's music, and rock and roll, but his favorite song is Viva La Vida. He loves to play guitar. He is a Virgo.

History: Morgan Gallagher was one of many sheep farmers in Ireland. She took pride in her job, and she would not trade it for nothing. She liked the lonely life out in the country. She loved her sheep dog, and took good care of him and her sheep. She did not go into town very much, and did not socialize. Then came the day that a strangers car broke down in front of her farm. She went out there with tools to help get it working once more, but when she saw the man who called himself William, she instantly changed her way of life for him. After they got his car running again, William asked Morgan out to a date to dinner in town. Morgan happily agreed. That night, they hit it off. Almsot everyday, Morgan would tend to her sheep then go into town to hang out with William. After a couple months of dating, Morgan found out she was pregnant. Once she told William, he seemed delighted that she was having his child, but after that day, she never heard from him again.

After nine months, on Born September 13, of hard work of keeping her farm together, and lots of stress, she finally gave birth to her beautiful son, James Robert Gallagher. As soon as she saw him for the first time, she instantly knew that he was her life. After she was released from the hospital, her whole life was devoted to her son. When she got home that evening she spent it all with him. Every day after that, the two were inseparable. James grew up having his mom as his best friend. She took him out to the sheep barn everyday to teach him how to tend to the sheep so he was ready for it. She taught him how to feed them, pet them, love them, and help with other little things around the farm as well.

Then the time came for James to go to school. Morgan was very upset that her little boy was growing up so fast. She made the last minute decision to pull him out of school and home school him. James loved the idea of his mother teaching him all the things he needed to learn. She taught him to read and write. She taught him his abc's and 123's, and after 7 years of home schooling and when he was in 7th grade, James decided he did not like it anymore.

James told his mother that he wanted to go to regular school. Morgan did not agree with this. She told him that he was hers, and he did not need to belong to some school. The conversation turned into a very heated argument that ended in Morgan storming up to house and locking herself in her room. James had decided to stay down by the sheep and keep them company. While he was feeding them he heard a ruckus from the forest next to their farm. James went over to investigate, when a snake woman came out of the trees and lunged at him. James fell to the ground and scrambled away before she could grab him. He got up and ran as fast as he could from the creature, screaming for his mother. The creature eventually caught up to him and sliced at his leg, cutting down his thigh. James fell to the ground, screaming in agony. He looked up and he saw the woman over him. She started to talk to him, but James was could not understand her, but then an arrow pierced her head. She started to turn to gold dust. The last thing he saw before he passed out was his mother's face above his.

When he woke up he was in a hospital bed with a bandage around his leg. He looked around the room and saw his mother. He had no memory about what had happened before he passed out, so he asked his mother. His mother's reply was "You were climbing a tree, when you fell from one of the branches, and badly cut your leg on the way down. So I had to call the ambulance and they brought you here." He did not see anything wrong with the story so he believed her and after 3 days he was released.

Two weeks later, James finally convinced his mom to let him start going to public school in 9th grade. So after his 8th grade year, he started going to high school. At first he was known as the outcast home school boy, but soon he earned his spot. He joined the schools choir, and their band. He soon was known as a music phenomenon at the school. He made very good grades, and he became more popular than he ever thought he would. He started to date many girls, and many more were waiting in line. He was living a fine life. The thing was though, his mom was not. She barely got to see him, because he was always with his choir, band, or other friends. She had to take care of the farm by herself now. She missed her little boy very much.

During James' Junior year, his choir friends convinced him to go to a record label company. He went to his first one in the very beginning of his Junior year. They sadly turned him down. He wanted to give up then, but his friends told him he had to keep trying, and after 2 other turn downs, the fourth signed him! He was so thrilled, because music was now going to be his life. When he told his mom the good news, she acted like she was happy, but she now knew if he made it all the way to fame, she would barely see him, but he let him go for it.

After six months of painful work, him and his writers and producers had made an album entitled "The Shepherd's Son" that had 11 hits on it. 5 of the hits, James had written in his Freshman and Sophomore years. The Album was selling slow at first, but after 2 months, his songs were top hits in all of Ireland. James was going to be a star! The thing he did not know was that his career was going to change from solo to a group.

Once his songs reached the top, James was approached by a manager by the name of Tobias Jenks. Tobias asked James to join his band, New Yesterday. James answered with a maybe, but he would have to meet them first. Tobias agreed and went to take him to meet the band. The band consisted of three boys and one girl; Bobby Clark, Dick Noel, Kristen Hayn, Nathan Kess. Bobby and Dick were a gay couple that were discovered together, and Nathan and Kristen were discovered as solo artists just like James. When James meet Kristin, he instantly began to develop feelings for her, so he agreed to join the band.

The band recorded their first album together, which was just entitled "New Yesterday", with 8 songs on it. It too went national, and eventually they were all over Europe on a tour, and then their dreams went Worldwide! They could not believe their success. So they eventually went on a tour all over the world. During this tour James' feelings for Kristen got so much stronger. He was afraid to tell her, because he did not want to lose her, so he kept it bottled up, and did not say a word to any of the band.

Finally, after 5 months of touring, came the time when the performed in New York City. After their amazing and incredible performance, they went back to their hotel, where their manager was waiting for them. He told them that he was going out to get some drinks for them all, so he left. As they were hanging out in their suite, Dick came out off his room asking if any of them had seen his phone, when his head came off and started rolling on the ground, and his body followed. Standing behind him was a figure with all black on and a hood on, with a sword in her hand. Bobby jumped up and screamed Dick's name, and he was frozen in fear. Kristen, James, and Nathan all backed away, but Bobby just stood there. The figure stepped closer to Bobby, but he just stood there, and finally a sword came out of his back and exited. Bobby fell to the floor dead. Kristen started screaming for the person to leave but they kept getting closer. They had no options. The only way out was behind the figure. So, they did what they only could do, they picked up a vase and threw it at it. The figure was stunned for just enough time for them to escape the room, but it was right behind them.

They scrambled to an elevator where it started to close but the figure shoved its sword into the crack, going through Nathan's head. Kristen let out another terrible scream as the elevator started to descend. Once they made it to the lobby they started to scream for help, but no one helped. They just looked at them like they were crazy. James then heard Kristen's last scream. He turned around to see Kristen with a sword through her stomach, and a completely new outfit on, a dress, and with a glowing aura. He started to cry out for her, but it was too late. As he ran to her, a arrow pierced the figure, throwing its hood of revealing it was a woman, with flaming hair. He looked backwards, seeing Tobias. He grabbed him and told him he had no time to explain at the hotel. He rushed him to the car, and drove off.

On the way to where ever they were heading, Tobias explained that James was a demigod, a son of the Greek gods, and so were the other band members. Tobias was suppose to protect them all, but he had failed at that. He was sadly only bringing one member back. James finally asked why Kristen had changed into a dress before her death. Tobias explained that she was claimed before she died, by Aphrodite the goddess of love and beauty. James began to cry because he lost his only love of his life. Finally after an hour long drive they pulled up to a hill with a pine tree on it. They walked up the hill, and entered the place called Camp Half-Blood.

Once he was inside, he was able to call his mother and tell her what had happened, but it seems like his mother had news for him. She was also a demigod, a daughter of Ares. The day that James had fallen out of the tree and cut his leg, had actually been a monster attack. Ever since then, Morgan had been guarding the property from monsters, and killing them before they got anywhere near him. She also told him that he had no idea that his father was a god. She did not want this life for him, but he was going to have to live with it. After two weeks of long anticipation, grief, and sorrow, James was finally claimed by Aristaeus, the god of honey, bees, hunting, shepherds, and some other things. He was moved into the newly built cabin, and since no other kids lived in the cabin, he was made Head Counselor.

Weapons: A CB Shepherd Hook, with the bottom and end of the hook come to a point.

Sage - Psamathe

Psamathe is consider to be a goddess of sand beaches. Psamathe; along with Thetis, and Amphirite, was considered to be one of one of the fifty Nereides. Psamathe is wife of Proteus, the old seal-herder of Poseidon.

One day while she was at the beach, she got ambushed by Aiginetan king Aiakos. Psamathe tried to escape by turning into a seal, but this idea didn't seem to work. Since Aiginetan continued to pursue, and manage to have sex with her. This union resulted in the birth of Phokos.

Year later Peleus and Telamon killed their half-brother Phokos, after becoming increasingly jealous of him. Psamathe in a state of grief, and outraged had sent a giant wolf to harass the flocks of Peleus. After receiving advice from his wife Themis, Peleus had managed to appease Psamathe by making sacrifices.

The first thing that catches a person eye, when they come to the Psamathe's cabin is the fact that the entire area is completely surrounded by sand. This sands are known to contain all sorts items like shells, bottles, and sand dollars. The Psamathe's cabin does in fact look like a typical two story log cabin, but it not until someone steps foot in the cabin where they discover that floor of the interior is covered in white sand. The color of the sand does complement the light brown walls. When venturing inside it becomes apparent that one is standing in a big living room area. The living room has a very comfy brown leather couch, and beautifully designs shell shape coffee table. The eyes wander finds that the the door that lead to the kitchen and dining room area is standing across the stair case that leads the second floor.


The second floor of the cabin is where one sees a hallway with all sorts of doors that lead into the cabin member's bedroom. The room is filled with bunk beds and as well two empty treasure trunk that lays in front of it. Right next the door that leads into the bathroom, is a breathtaking mural. The mural is depicting a day at the beach where you can see individuals bathing suites doing all sorts of activities like playing volleyball, getting a tan, and even swimming. In the painting one woman catch your eye, since she is wearing a brown tunic staring at you. At first you think it is odd, but it is then that you realize that woman in painting is Psamathe.

Offensive

  1. Children of Psamathe have the ability to conjure a weapon out of sand which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also make small non-combative objects out of sand.
  2. Children of Psamathe can create and send projectiles made of sand toward an opponent at high speed.

Defensive

  1. Children of Psamathe can generate a small shield of sand, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
  2. Children of Psamathe have the ability to create a dome shaped torrent of sand, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
  3. Children of Psamathe can distract, and cause discomfort to an opponent by causing their pants to be full of sand.

Passive

  1. Children of Psamathe are able to hold their breath for long period of time.
  2. Children of Psamathe are more powerful when they are surrounded by sand.

Supplementary

  1. Children of Psamathe are able to telekinetically move sand at a high rate. The larger amount of sand used, the more energy it drains.
  2. Children of Psamathe can temporarily summon quicksand under an opponent for several minutes at most. Causing the opponent to be virtually be incapable of movement, in fact the more the opponent moves the faster they sink into the quicksand. The bigger the quicksand is more energy that is wasted

3 Months After a Character is Made

  1. Children of Psamathe can create a sand storm, about five times the size of the user, which can be used to violently assault and temporarily blind others. This causes the user to be vulnerable and stunned for a short period.

6 Months After a Character is Made

  1. Children of Psamathe are able to use sand to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains

9 Months After a Character is Made

  1. Children of Psamathe able to transform their bodies into pure sand for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations

Traits

  1. Children of Psamathe are good with beach-side games, and activities like volleyball, Frisbee and sand sculpting
  2. Children of Psamathe are strong, but slow swimmers.
  3. Children of Psamathe are at the peak of human flexibility

Name: Adan Arena

Names Meaning: Adan in Hebrew, and Spanish means Man, and Arena in Spanish and Italian mean Sand.

Age: 14

God parent: Psamathe

Mortal Parent: Dulio Arena

Gender: Male

Appearance: Adan stands at 5.6 feet tall, and weighs 115 pounds. He has short brown hair, and hazel eyes. Adam shoe size is 10, and he has a slender body frame. Adam also has a birthmark on his back.



Personality:Adan is has a very quiet, and relaxed personality, where there is very little that can get him upset. He is very kind, faithful, and observant man. In most situation he can usually stay level head, and never lets his emotions get in the way of making an critical decision. Adan does have an odd personality quirk where he bits the bottom of his lips whenever he is in deep thought.

Fatal Flaw:Adan fatal flaw is that he is really stubborn, where once he makes a decision of about something. Adam usually follows through, no matter where that decision may lead.

History: Before Adan was born a man named Dulio Capitani was attending a small Going Away Party in a bar in San Diego, California. Dulio was having a great time when he spotted a beautiful woman at the bar. He noticed the woman looked sad and was heavily drinking. While he was checking her out, he began to notice that she was taking out the keys to what he assumed to be her car and heading toward the exit. Dulio assumed that she was about to drive under the influence and desperately tried to intervene. The woman; who in actually was the goddess Psamathe, felt angry as the man undermine her ability. Psamathe knew she wasn't drunk and that god did have a higher alcohol intake than humans, and should be feeling insulted, but for some strange reason she wasn't. In fact Psamathe did find Dulio to be handsome, and found his worrying about her safety endearing. So she agreed to take a taxi back to where she was staying, but only if he shared with her. Dulio agreed and left the party with her.

They spend the entire night in each arms, and in the morning they parted ways. Nine months later Psamathe gave birth to wonderful baby boy, and she was about ready to leave him with his father when she learned that Dulio had died 3 months before her son was born. As it turns out Dulio was apart Marine Corp, and while he was away on a mission he was gunned down by enemy fire. Although Psamathe was sad to hear about Dulio's death she didn't dwell on it, since she now had to figure out where to leave Adan. Since she knew that Gods couldn't raise there demigod children, she decided abandoned her son in a hospital in hospital in North Carolina.

Shortly after Adan was abandoned by Psamathe, he was immediately entered into the foster system. Adan spent 3 years in the system, until he was finally adopted by couple in Horneytown, North Carolina. Throughout Adan's childhood his adopted parents did treat, and loved him as if he were their own son. It was because of this that Adan's did develop a strong bond with them. Although Adan's life at home was a perfect, his life at school was a nightmare. First of all Adan has two learning disorders which are; ADHD and dyslexia, unfortunately he wasn't diagnosed with them until he was 13. Which meant for a long time Adan did struggle with reading and writing, and later when he went to middle school he also struggled with algebra and per-algebra as well. Outside of classroom, Adan barely any friends, and though he did get along with he would consider them to be acquaintances instead of friends. The majority of his peers though he was the weird quiet kid in the back the room, and often times he was bullied for it. Whether or not Adan's knew it, his life was about to change and there was nothing he nor anyone else could do to stop it.

On the his parent's anniversary, Adan had decided to cook them an nice quiet dinner for two. So that afternoon he was busy trying to get supplies together, and prepare the meal, but what he didn't know is that a (Add monster later) was in the area tracking down demigods. Unfortunately for Adan he/she had manage to find one, it right when Adan was serving his parents the meal that the (add monster later) busted through the doors. (add monsters later) immediately had launched an attack against him, WIP




Weapons & Possessions:

  • Warhammer.




IFW  - Kratos

Κρατος

God of Power, Strength, and Sovereign Rule

Kratos was the son of the Titan Pallas (not to be confused with Pallas Athena) and the goddess Styx, and is the personification of strength and power. Kratos had three siblings: Nike ("victory"), Bia ("force"), and Zelus ("zeal") and are often depicted as winged protectors of Zeus. The four of them together were the first to stand with Zeus as he defended Mount Olympus from the god of monsters Typhon. This is a small, but critical role in Greek mythology, as the story of Typhon is a central myth of the Olympian gods. Because of this, Kratos, Nike, Bia, and Zelus were made Zeus's honor guard in attendance at his throne.

This is a small, but critical role in Greek mythology, as the story of Typhon is a central myth of the Olympian gods. His name can be said and written also as Cratus or Cratos.

Kratos Cabin

Powers

Offensive

  1. Children of Kratos are stronger in times of battle
  2. Children of Kratos are able to make an opponent weaker and less powerful for a short time, leaving them vulnerable to attack

Defensive

  1. Children of Kratos are able to clap their hands so hard and fast that it sends a shock-wave out. Stunning a target for a short time
  2. Children of Kratos can become highly resistant to physical attacks for a short time.

Passive

  1. Children of Kratos have enhanced stamina.
  2. Children of Kratos usually have enhanced strength
  3. Children of Kratos are able to instantly know the strength of their opponent's power and are also able to detect any weaknesses.

Supplementary

  1. Children of Kratos are able to increase the strength of their allies for a short period of time.
  2. Children of Kratos are able to transfer all their strength to their legs for a short time, enabling them to jump 2 to 3 times the normal distance of a person their size

3 Months After Character is Made

  1. As one of the winged bearers of Zeus, children of Kratos can sprout wings for a short time. This enables them to fly, the longer they maintain this state the more energy it drains and they must rest between flights. The wings can be customized to look however the child desires.

6 Months After Character is Made

  1. Children of Kratos can make an opponent feel incredibly weak and defenseless compared to them. Bending the opponent to the child’s will for a short time. they gain temporarily control over their body and can cause them to attack others nearby, however, the person being controlled has the ability to resist if they are forced to attack themselves, for a very short time; the child of Kratos is then extremely drained of energy and will not be able to fight or even move for a moderate time.

9 Months After Character is Made

  1. Children of Kratos can create a field around them, and anyone within that field has their demigod powers shut down for a short time, anywhere from a few seconds to a few minutes, this puts anyone fighting around the child of Kratos on even turf as they all can only use their melee/hand to hand combat skills to fight with. While the child is perpetuating this field, they are not able to attack themselves and are vulnerable.

Personality:

WIP

History:

Lotto - Theia

Theia was the Titan goddess of sight and shining light of the clear blue sky. She was also, by extension,the goddess who endowed gold, silver and gems with their brilliance and intrinsic value. Theia married Hyperion, the Titan-god of light, and bore him three bright children--Helios the Sun, Eos the Dawn, and Selene the Moon.Under the title Ikhnaie, "the tracing goddess," Theia possessed an oracular shrine in the region of Phthiotis in Thessaly.Her sister-Titans were likewise oracular goddesses--Phoibe held Delphoi, Mnemosyne Lebadeia, Dione Dodona, and Themis shared the four.


The area around Theia's Cabin is vibrant and colorful. The very cabin is adorned with jewels, medallions, and talismans that are aesthetically pleasing.Made of stone and wood, the cabin is beautiful to look at.The inside of the cabin is covered with posters and bookshelves. There are also a few eye-wash stations, as well as a few metal targets on one wall.There are a few bunks that are depersonalized and bright, vibrant colors, each made of various materials for visitors. The door is decorated with braziers with glowing orbs of light in them.

By taking the stairs,you are lead to the second floor, where there is a large skylight that grants an amazing view into the morning sky, where during the day, the sun lights it up, giving it a near glow.In the epicenter is a crescent room full of golden colored seats and couches that appear immensely comfortable.In the far corner of the second floor, there is a corridor with doors that lead to each camper's room.

Offensive
  1. Children of Theia have the ability to channel power into their eyes and fire beams of light from them,which will burn anything they touch.
  1. Children of Theia have the ability to see each specific pressure point on another person and are proficient at striking them in order to immobilize another person for a short time
Defensive
  1. Children of Theia have the ability to render an opponent temporarily blind by removing their sight, temporarily incapacitating them.
  1. Children of Theia have the ability to perfectly read an opponent's body language, enabling them predict an oncoming attack and dodge it proficiently.
Passive
  1. Children of Theia have the innate ability to see in all directions at once.
  1. Children of Theia have innate telescopic or microscopic vision.
  1. Children of Theia can see a few seconds into the future; allowing them to see the possible actions of others, but also obscuring their sight at times.
Supplementary
  1. Children of Theia have the ability to see through solid objects, either as though they were transparent, or as though through an X-Ray.
  1. Children of Theia can grant sight to the blind, or heal the sight of someone whose vision is impaired..
3 Months After a Character is Made
  1. Children of Theia have the ability to bless a pair of glasses to either grant the wearer telecopic vision, X-ray vision, or the ability to see in all directions at once. The blessing only lasts for up to 2 hours, and cannont be used by other children of Theia.
6 Months After a Character is Made
  1. Children of Theia have the ability to force an enemy to see visions of a dark, dystopic future, leaving them stunned and incapacitated. This drains the child of Thea significantly, and while the vision is seen, the child of Thea is unable to attack or move.
9 Months After a Character is Made
  1. Children of Theia have the ability to focus the power in their eyes to fire a powerful,optic blast of concussive force from their eyes that will push back and stun anything that it touches. (Yes, much like Cyclops from X-Men) After this is done, the child of Theia's vision is rendered normal temporarily and the child of Theia is greatly drained.
Traits
  1. Children of Theia often have nearly perfect vision.
  2. Children of Theia are prone to great foresight.
  3. Children of Theia are very observant and vigilant.

Name: Ignatius "Iggy" Summers

Age: 18

Family:

  • Theia (God parent, mother)
  • Draco Summers (Mortal father)


Appearance:

Personality: Iggy is bold, occasionally impulsive, and unyielding. He has a strong sense of justice and is a strong believer in karma. He is occasionally a flirt. He is often confident,eager for fun and the pursuit of a good time,is easily excited, and has a vast thirst for adventure. Usually calm and level headed,but when angered enough is ruthless and militant.

History: WIP

Weapons / Possessions: WIP

June - Hygeia

Hygeia was the goddess/personification of health, cleanliness and sanitation. She was the daughter of Asclepius and Epione.

Hygieia and her five sisters each performed a facet of Apollo's art: Hygieia ("Hygiene" the goddess/personification of health, cleanliness, and sanitation), Panacea (the goddess of Universal remedy), Iaso (the goddess of recuperation from illness), Aceso (the goddess of the healing process), and Aglaea (the goddess of beauty, splendor, glory, magnificence, and adornment).

Hygieia also played an important part in her father's cult. While her father was more directly associated with healing, she was associated with the prevention of sickness and the continuation of good health. Her name is the source of the word "hygiene". She was imported by the Romans as the Goddess Valetudo, the goddess of personal health, but in time she started to be increasingly identified with the ancient Italian goddess of social welfare, Salus.

Hygeia's cabin has a contemporary aspect to it. Most of the walls were replaced by sliding windows, bringing more light and more of the “outside” inside the cabin. The interior of the cabin is so neat and spacious that it gives the feeling of isolation at times, making it feel like anyone set a foot inside.











Offensive
  1. Children of Hygeia can manipulate or control oxygen in various matter states. They can manipulate the movements of oxygen molecules in the air when in gaseous state, manipulate the viscosity of liquid oxygen when in liquid state, or manipulate oxygen pellets when in solid state. It can be used to move oxygen when in gaseous state away from an area or push oxygen into the air.
  1. Children of Hygeia possess and remain in peak physical or mental condition with little or no maintaining.
Defensive
  1. Children of Hygeia are able to negate the abilities of others who have gained abilities through drugs or mutation.
  1. Children of Hygeia are able to effect one's personal health status or hygiene level. Through this technique, they are able to shut down a person's cognitive function rendering then unconscious (mental hygiene), manipulate the sleep functions of how someone sleeps (sleep hygiene) and induce natural pheromones, which can attract or repel others (body hygiene).
Passive
  1. Children of Hygeia are able to cause other individuals to heal injuries at an increased rate, resulting in complete recovery in a matter of seconds.
  1. Children of Hygeia are enhanced with the ability to heal rapidly from any physical or mental injury.
Supplementary
  1. Children of Hygeia have the ability to instantaneously adjust to any given atmospheric environment.
3 Months After a Character is Made
  1. Children of Hygeia can purify any pollution or contamination.
6 Months After a Character is Made
  1. Children of Hygeia area able to restore physical structures to optimal condition.
9 Months After a Character is Made
  1. Children of Hygeia can control and manipulate aspects of living creatures biological makeup to an extent.
Traits
  1. Children of Hygeia are passionate about their values, and find meaning in supporting the personal development of others.
  1. Children of Hygeia are excellent listeners, often providing quiet and warm support to others.
  1. Children of Hygeia feel restricted by rules and structure and have a hard time performing job tasks that do not connect to their values
  1. Children of Hygeia are often reserved, opening up only to those who share their values and have earned their trust
  1. Children of Hygeia are loyal and dedicated once they have established a sound relationship.

Name: Jaelynn Bvonne

Age:

Family:

  • Hygeia - mother
  • Rhynn Bvonne - father


  • Appearance: Golden locks of hair; brilliant jade eyes; peach skin; 5'8; chiseled look
File:Tumblr m1mz2cqHSV1rrba72o1 500.png

Jaelynn Bvonne

  • Personality: Jaelynn cares deeply about causes that interest her, and she often pursues those causes with selfless devotion. She is highly compassionate and empathetic to the needs of others, seeking to bring peace, health, and integrity to her companions and to society at large. She often is marked with by a fierce determinations to aid others and heal problems that trouble individuals and correct the conflicts that divide social groups.


  • History: Rhynn Bvonne was a student who attended Hyland University somewhere in the Ukraine to become a(n) anesthesiologist. He graduated valedictorian of his class and subsequently moved to Germany to practice in his f
  • Weapons / Possessions: Dagger

Wolf - Ananke

File:Ananke.jpg
Ananke is the Protogenus of inevitability, necessity and compulsion. She is the mother of the Fates... WIP

Ananke's cabin appears only to those who need it. To those who see it, it appears as a classic Greek temple, only with snake-shaped columns. Upon entry, only a single door appears, the one the person needs. The total number of rooms in the cabin is unknown to everyone but Ananke, as one can only enter those rooms which one needs.

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.

Defensive

  1. Children of Ananke can make the weapons or shields 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 ageing and damage done to it.

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.

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”.

3 Months after creation

  1. 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.

6 Months after creation

  1. Children of Ananke can, by placing subtle compulsions in the minds of the surrounding people, achieve a sort of "invisibility", though it's not that they're invisible, people just don't notice them, unless they do something like kill a person or shout loudly.

9 Months after creation

  1. They can control a person for a short time by placing subtle compulsions in their mind. It cannot be something which goes directly against the person’s nature, since that would cause the person to discover it and then it wouldn't work any more. E.g. a pacifist couldn't be ordered to harm someone.

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.

WIP

CHB cabins


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