Disclaimer: All and any canon information belongs to its original author. This game is based on the Percy Jackson & the Olympians series but sways off the canon track in various instances. The GMs are more concerned about creating an enjoyable writing experience for players than nitpicking details of the books. Having read the books is not a requirement or necessary to join and enjoy this game.This game takes place 10 years after the conclusion of the last book published (2014). No canon campers remain as they've all moved on to New Rome. CABINSLIFE OF A DEMIGOD
| THE BIG HOUSE
| CLIMBING WALL
| CAMP BOARDERS
| DINING PAVILION
| CAMP FORGE
| THE FOREST
| MYRMEKE HILL
| NEW ROME
Half mortal, half God, and you get superpowers. What could be bad about that?
Just about everything.
Life as a Demigod is not all it appears to be. Greek gods are the original deadbeat parent. After they have a child, it is unlikely they will ever contact them, much less claim them before they find their way to Camp Halfblood (and not even then is it to be taken for granted). This leaves the responsibility of raising a demigod in the hands of a mortal. The difference between that and normal single parents, are the monsters. Yes, Monsters. The leading cause of demigodicideTM
since the fall of Troy. Monsters come in every shape and form and they can smell demigods better than a great white shark can sniff out a drop of blood in the ocean.
All demigods are different. Some are naturally more powerful than the others and they tend to make the biggest and juicer targets. Sadly it is always the family and loved ones of a demigod who suffer if they are not strong enough to fight. But for those who can fight, outsmart, evade or find themselves at Camp Halfblood... They might just have a chance to live past their teenage years. WHAT IS CAMP HALFBLOOD AND WHY SHOULD YOU CARE?
Camp Halfblood is a sanctuary for demigods, a camp kept secret from mortals where they can seek shelter and live their lives as normally as possible. Once there, a camper can potentially meet their siblings in the event they are claimed by their godly parent. The days are filled with the various activities and skills all demigods must pursue and possess. Survival training, monster slaying, and arts and crafts. HOW ARE DEMIGODS CLAIMED?
No one truly knows how demigods are claimed. The popular theory is they need to prove themselves. Are you strong and swift, could you be a son of Ares? Can you make weapons and armor out of anything? Perhaps you are a son of Hephaestus. It can be anyone's guess who your godly parent is, and until you know you can bunk with the Hermes kids, children of the one god who has proven he cares for more than his own children. CABINS
The cabins are Zeus, Hera, Poseidon, Demeter, Dionysus, Hermes, Ares, Athena, Apollo, Aphrodite, Hephaestus,
(Though it is only used when the Hunters come to camp), as well as Hades, Iris, Hypnos, Nemesis, Nike, Hebe, Tyche,
. This makes in total twenty cabins. Hera's cabin is an honorary one as a courtesy to Hera, queen of the gods, even if she has no demigod offspring. Artemis' cabin is also honorary because she is one of the maiden/virgin goddesses, but does sometimes play host to her Huntresses. THE BIG HOUSE
The Oracle of Delphi used to reside in the attic of The Big House but Rachel Elizabeth Dare took her into her own body and became the new Oracle. She is since long gone. The house now serves, as before, as a main meeting place for the leaders of the cabins.CLIMBING WALL
The Climbing Wall is a giant wall you must climb quickly or it will start to fall up against another wall, causing lava to pour from the top, and boulders to fall on whoever is climbing at the time. Its difficulty level varies; it can be adjusted for less or more extreme results if you take too long. CAMP BORDERS
As a true safe haven for Demigods, the camp is protected by a barrier at its borders. Attempts have been made to tear it down but valiant efforts restored it and it remains strong. Mortals, monsters, bad weather, and other undesirable things are kept out, while campers, satyrs, gods, and those given special permission can enter. Campers can give such permission and have in the past, for example let monsters in as a practical joke. The protection comes from the passive power of Thalia's Tree, which Zeus created in his daughter's dying moments.DINING PAVILION
The Dining Pavilion is where the demigods, satyrs, and camp directors eat their meals. It's framed in Greek columns on a hill that overlooks the sea, an open space with no walls or roof. Torches blaze from the columns and a there's a central fire burning inside a bronze brazier the size of a bathtub. Each table has a white cloth with purple trim, and each cabin has its own table where demigods are expected to stay with their siblings.
The pavilion's goblets are enchanted to fill with whatever drink you desire on voice command, and never empty. Wood nymphs serve a variety of bread, fruit and BBQ, a generally healthy The type of food in the Pavilion include BBQ, grapes, apples, strawberries, cheese, and fresh bread, that the wood nymphs serve. Every night the halfbloods tribute a portion of their food to the gods by burning it in the pavilion fire. Hestia takes a small part of each tribute.STABLES
Pegasi and horses are kept in the stables, riding lessons provided by Demeter's cabin with occasional help from Aphrodite.ARMORY
A large metal shed near Athena's cabin, filled with a vast collection of swords, spears, clubs, bows, and even shotguns. Every camper gets a weapon, but the Hephaestus' cabin makes their own.CAMP FORGE
White marble columns line walls stained with soot in the forge, its chimneys pumping smoke over a gable with carvings of gods and monsters. The forge is located at the edge of a stream, with waterwheels spinning bronze gears. Always, campers hear machinery working, fires crackling, and the sound of hammers against metal. Tables are full of projects and weapons, and a big map of the camp hangs on the wall that was once used to plan traps to catch the bronze dragon. Hephaestus' children are most of the time found working in the forges.THE FOREST
The woods are where dryads live and monsters were stocked. It is known as a dangerous place, and no one should ever go there unless they were armed or with a companion. The campers play capture-the-flag in the woods every Friday, and sometimes hunt for monsters to fight as training.MYRMEKE HILL
A place in the north west side of the woods where myrmekes reside. Myrmekes are giant ant-like creatures that are the size of a full grown German Shepherd and love shiny things, such as gold. They live in enormous anthills with complex winding passageways loaded with stolen loot like gold, weapons, and jewellery. They spray poison, have almost unbreakable back armour, have vicious mandibles and can call on the rest of the nest to aid them, and can quickly swarm even the most skilled fighter. Not something a demigod would like to be up against.NEW ROME
Once demigods have trained, proven themselves, been claimed or whatever else that comes with their stay in Camp Halfblood, they move to California where their families can join them and a hopefully long life awaits them among their Roman brethren. This future home will not be part of the game as anything more than its existence acknowledged, and Roman demigods will not be stumbling into Camp Halfblood.