Vitorix
The Alpha and The Omega
Created by Autumn, Highly Unorthodox, and AllHailDago
Welcome to Camp Half-Blood, a state of the art training facility for demigods young and old!
Camp Half-Blood is a haven for demigods who wish to train and be safe from looming monsters. Every and any demigod (Greek, of course) is welcome here, as we are all on eachother's side.
This camp is located deep in a forest, far from nosey mortals who enjoy snooping around. However, for those mortals who have found it, the facade is called "Delphi's Strawberry Services" because the camp has basically miles of strawberries surrounding it and the name is also reference to the Oracle of Delphi.
Live|Train|Fight|Die
To whom it may concern,
If you are reading this, I am truly and genuinely sorry. It means that you have found out that you are a demigod, spawn of gods and goddesses, or a "half-blood" as many people call it.
I'd like to tell you things will get better on from here on out, but that would just be a lie. The truth is that you still got a lot of dangerous work ahead of you, kid. Train hard, watch your back learn to cooperate with your cabin mates because they are now your family. Your life now depends upon it.
Monsters are everywhere, the gods are watching and come of them won't be on your side...
Sincerely, Mr. Masin (Camp Director)
"Families are a mess, immortal families are eternally messy. Sometimes the best thing we can do is to remind each other that we're related, for better or for worse... and try to keep the killing to a minimum." ~ Hermes, god of transitions and boundaries.
Cabins
Cabin One; Zeus
Zeus' cabin looks like a white marble box, with white heavy columns in the front. This cabin is the biggest and bulkiest of all the cabins. It has polished bronze doors that shimmer like a hologram, and have lightning bolts streaked down them. The dome-shaped ceiling is decorated with moving mosaics of a cloudy sky and thunder bolts. It also thunders all the time. There is no furniture in there at all. The cabin has alcoves with golden eagle statues. There is one big intimidating statue of Zeus in the middle.
Cabin Two; Hera
Is formal-looking building, graceful with slim columns garlanded with pomegranates and flowers. It is done in a similar way to her husband, Zeus' cabin. The inside looks like a temple with a large statue of Hera in the center. There is no furniture inside due to no one will ever stay in that cabin and is honorary (Hera is the goddess of marriage and "doesn't run around having affairs with mortals. That is her husband's job.").
Cabin Three; Poseidon
Cabin Poseidon is a long, low building with windows facing the ocean, and looking like it's made of rough sea stone, with pieces of coral at the end of the cabin and a seashell and a trident over the door.
Cabin Four; Demeter
Covered in flowers and tomato plants grow on the walls and doorway. It has wild flowers and roses growing on a porch. It has a real grass roof. Its color is a kind of a light brown.
Cabin Five; Ares
Badly painted red exterior and has a large boar's head over the door with barbed wire on the roof. There is said to be small land mines around the small yard of the cabin and you can constantly witness brawls and shattered windows as well as very loud music.
Cabin Six; Athena
A gray building with plain white curtains and a design of an owl over the door. Most of the space inside is devoted to maps, desks and various projects, with all the bunks shoved together against one wall, "as if sleep was not important".
Cabin Seven; Apollo
At first glance, it looks like an ordinary cabin. However, when it's hit by sunlight, it looks like it's made of solid gold. The children of Apollo possess the abilities to heal people by singing a song to their father in Ancient Greek and curse others to only speak in rhyming couplets for days or weeks. The members of this cabin are expert archers, skilled in physical contests, excel in the arts and music, are natural healers, possess photosynthesis, and possess precognition.
Cabin Eight; Artemis
Artemis' cabin glows silver at night and is decorated with paintings and carvings of wild animals. Since she swore to remain a virgin, Artemis has no children. Hunters stay in her cabin. Hunters are women who have sworn to remain virgins as well and worship Artemis. They are stronger, faster, and more accurate than a normal camper. They have silver bows and hunting knives as weapons and can speak to animals. They are immortal and can't die from natural causes. If they fall in love, however, they lose their immortality.
Cabin Nine; Hephaestus
This cabin is made of brick and looks like a small factory. The children of Hephaestus are expert builders and mechanics. They can sense machines or metal and can identify machinery type and use by touch. They possess technokinesis and can sense traps in the ground. Some of his children are gifted with pyrokinesis, but it is very rare. They can also sense faults in metal ores.
Cabin Ten; Aphrodite
Her cabin has a painted roof, pillars, a blue and white checkerboard deck with steps, and a grey wall. Her children have control over clothes, makeup, and jewelry. They have amokinesis and the ability to change their physical form. They possess charm-speak and can speak fluent French. They also have high social abilities and awareness.
Cabin Eleven; Hermes
This cabin is packed with unclaimed campers along with Hermes' children. It is old and worn and it always filled to the brim. His children are highly skilled at theft and trickery. They are also highly athletic and persuasive. They can pick locks with their minds. Hermes' children can sense physical traps, they are good at alchemy and potion making, and are good with money.
Cabin Twelve; Dionysus
The roof and walls of this cabin are lined with grape vines. His children can manipulate and manifest plant life with their minds. They are also capable of manipulating states of mind and inducing madness.
Cabin Thirteen; Hades
Is a windowless cabin made of solid obsidian, with heavy columns and torches that burn green like Greek fire twenty-four hours a day and has a skull over the door.
Cabin Fourteen; Iris
The children of Iris stay here, the cabin glitters and sparkles and shimmers with rainbows.
Cabin Fifteen; Hypnos
An old-fashioned prairie house. It has mud thatched walls and rush roof, with red poppies over the door entrance. Inside: soft violin music plays, warm beds with soft feather pillows, and a branch from a poplar tree dipped in water from the River Lethe (the symbol of Hypnos).
Cabin Sixteen; Nemesis
The children of Nemesis stay here. All we know about the cabin is that there is a broken wheel above the door that resembles a Pac-Man.
Cabin Seventeen; Nike
The children of Nike stay here and it looks like a simple white temple with a large statue of Nike in her chariot out in the front.
Cabin Eighteen; Hebe
A simple stone building surrounded by numerous statues of Hebe. The interior has numerous beds and couches along the border of the room and a beautiful fountain in the middle of the cabin.
Cabin Nineteen; Tyche
This cabin looks like a mini Vegas casino.
Cabin Twenty; Hecate
Resembles a normal building but is built from blocks of stone with magic inscriptions written on them. If the blocks are dropped, they could explode or turn anyone within half a mile radius into trees.
Cabin Twenty One; Hestia
This cabin is made of brick and on the inside there lies a large fireplace in the middle. This cabin is very homely and roomy.
Locations at Camp
The Big House; A large sky-blue house which serves as the main administrative building at Camp Half-Blood. There are four floors, including the main part which has the kitchen, office, meeting room of counselors and living room, the floor with some spare bedrooms, the basement and then the attic where the oracle normally is found.
Volleyball Court: A giant court where campers play volleyball.
Arts & Crafts Center: A small building for campers to make crafts in.
Lake: A rather large lake, surrounded by dense woodland.
The Amphitheater: An open air venue used for entertainment and performances.
Climbing Wall: A place for campers to train at climbing. They must climb quickly or it will clash with the other wall, causing lava to pour from the top and boulders to fall down on the climber.
Dining Pavilion: An area where everyone at camp eats their meals. The pavilion is framed in Greek columns on a hill that overlooks the sea. There are no walls or roof that cover the mess hall. Torches blaze from the columns and a central fire burning inside a bronze brazier the size of a bathtub. Each table has a white cloth with purple trim.
Arena: This is a place where you can find everything you need to train with. Weapons are also stored here.
Armory: Kids come here to pick out weapons or make weapons. This is also a place to store weapons.
The Stables: Come here and ride whatever type of creature you own or just bond. It is encouraged you clean a little each time you enter.
Firework Beach: A beach, clearly.
Strawberry Fields: A field of strawberries. Very nice. Nymphs normally play around here.
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CHARACTER SKELETON:
Name: (First and last)
Age:
Date of Birth:
Gender:
Mortal Parent: (Human parent)
Immortal Parent:
Skill: (Does your character have any interesting skills or even powers?)
Personality:
History:
Appearance: (Description and image; anime or normal photo is fine)
Cabin:
Weaknesses:
Weapon of Choice: (Imagine is encouraged.)
Other: (Anything you want people to know about your character?)
MONSTER SKELETON:
Name:
Species:
Age: (From ancient times or new?)
PET SKELETON:
Name:
Species:
Age:
Skill:
Other: (Anything important you want to mention about your pet?)
Rules:
1. Site rules come into account.
2. You cannot kill a monster without the consent of the rp'er, however monsters can't live long. If you die? Don't stop rp'ing! Come back here and make a new character. Post all the information and wait to be accepted. I encourage some of you to make some monsters up. It would make this thread funner.
3. No killing comrades and family within camp or even outside unless you do it out of self defense.
4. Prophecies will be introduced later on in the rp, and if you have any clever ideas, personal message me or post it here.
5. No OP (over powered) characters, please. Don't make them boring, but do make them have a few weaknesses. If you are having an OP character, you can message me and ask about it and I will run over a few things with you. You would have to create some good weaknesses to compensate for all the power, of course.
6. Please don't stop the rp. If you are a person that won't reply every time your on, please don't bother. Some people like to keep threads going and I intend to do so with this thread.
7. Lastly, HAVE FUN and if you read this, put "Ichor will run like a river" in italics at the bottom of your claim (let's just call it that). If you do not do so, I will assume you didn't read the rules and I will NOT accept you.
I'll be posting my character(s) soon.