- Invitation Status
- Posting Speed
- Speed of Light
- Multiple posts per day
- 1-3 posts per day
- One post per day
- 1-3 posts per week
- Writing Levels
- Adept
- Advanced
- Adaptable
- Preferred Character Gender
- Male
- Female
- Genres
- fandom, slice of life, modern, fantasy
THE CUrSED ORaCLE
"prophecies often lead quests, but what could that mean in the case of a cursed oracle?"
this over here will eventually become the overview.
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guidelines [click]
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- As GM, my word is law.
- We will be using real face claims. No anime or digital drawings.
- Post your CS after getting the okay from me about the roles you want, and only in the character sign ups.
- Anything romantic that goes beyond kissing needs to be taken to the PMs or has to fade to black.
- There can and will be plenty of drama in the roleplay but let's try and keep all of that in character and not ooc.
- Ideally, I would prefer an even ratio of genders, so that means three boys and three girls. You may double up if you wish but it is not a necessity.
- This will be a pretty casual roleplay. A minimum of two paragraphs per character is required but post frequency is around one reply a week.
- No Godmodding. No perfect characters.
lore & setting
CAMP HALF BLOOD
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THE CABINS
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every cabin is devoted to a god or goddess and their demigod children reside there. there are even honorary cabins, that belong to those gods and goddesses that do not have children, such as hera and artemis. the cabins appear to be a two storey villa, and inside each is a small lounge with a fire place and couches. it doesn't seem that big on the outside but it is quite spacious on the inside. each floor has six rooms which house two people each. electronics are discouraged at camp since it attracts unwanted attention and alerts monsters of demigods whereabouts.
LAKE ICHOR
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one of many lakes in the camp, mainly because it is the largest and also is home to the didymaion grove. nature and water spirits can often be found either close to or in the lake but they are harmless. in fact, they help out at camp. several activities take place around the other lakes in camp, but lake ichor is off limits unless someone wishes to approach the grove in the center of the lake.
THE DIDYMAION GROVE
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the didymaion grove is where one goes to get a prophecy for a quest. the tress whisper and present you with words that will help you on your way. the grove knows when someone seeks a prophecy, and only then will it speak. otherwise, there is absolute silence. as of late though, there have been no voices from the trees, despite the urgent need of a quest.
THE DINING PAVILION
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the dining pavilion is where everyone eats. all three meals are provided, along with two snack breaks ; one after breakfast and one after lunch. people can sit wherever they please and the food is served by nymphs, dryads and satyrs, all nature spirits and creatures that are devoted to helping the camp. they are very friendly though, and often join the campers for some meals.
THE ARENA
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the arena is used mainly for duels and sword fighting practise. a lot of sparring is done here, but other tournaments take place here as well, not just pertaining to sword fighting. there are rows of rock, shaped to appear like extremely long benches, so that people may sit and witness whatever happens in the arena.
THE PIT
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every friday and saturday night, there is a bonfire that takes place at the pit where there are campfire games and singing. every friday before the bonfire is usually a game of capture the flag, while every saturday before the bonfire, on cabin is tasked with forming a new activity/competition that the rest of the camp takes part in.
THE AMPHITHEATER
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the amphitheater is supposed to be used for productions and plays, but as of late is has mostly become a meeting ground when the camp director has something to announce.
THE ARCHERY RANGE
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for campers to practise archery.
THE LOUNGE
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the lounge is a place for campers to unwind and relax. there are plenty of normal sports grounds inside the lounge, like basketball or tennis, and there are recreational activities as well like gaming machines, darts, foosball. there are very few electrical appliances, so not many video games, but there are other things like board games.
THE TRAINING GROUNDS
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the training grounds has a number of different obstacles that helps a camper improve various skills. it is also another place one can spar.
THE CLIMBING WALL
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for campers to enhance their agility and speed.
THE WEST WOODS
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the west woods are used for a number of camp activities, like capture the flag. it is also home to the boulder of hephaestus and the eye of delphi [see below]. all the nature spirits and the satyrs reside here.
THE EAST WOODS
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the east woods are forbidden for all to enter. someone had attempted to explore it a long time ago, but never returned, and since then, anyone that has ventured inside, has never been known to come back. there's at least twenty feet of free land from the entrance of the woods, as the camp director decided it was best nothing was nearby. the whole area has a very eerie vibe to it and nobody's really that keen on entering anyway, after getting a look at it. nobody even knows how far it stretches.
THE CELESTIAL GARDENS
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tended to by some of the demigods with an affinity for nature, the celestial gardens grow a number of fruits and vegetables, as well as flowers and godly plants that help tremendously for healing purposes.
THE NATURE LABYRINTH
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also dubbed the 'above ground' labyrinth, this is not nearly as deadly as the labyrinth built by daedalus but one could still get lost. it is large, with many twists and turns, and nobidy truly knows how it came to be since it was not sculpted by demigods, nor placed there when camp was first set up. it was just always there. it is unknown if the whole maze has been fully explored since people keep finding new places and things. it is rumored to have the actual entrance to the actual labyrinth -- the one underground and built by deadalus. however, if this is true, nobody has found it.
THE STABLES
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THE FORGES
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THE ARMORY
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THE EYE OF DELPHI
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THE BOULDER OF HEPHAESTUS
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THE CONSUL'S GATHERING
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roles [click]
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Child of Iris, Goddess of the Rainbow and Messenger of the Gods
power ; telepathy & scrying
the child of iris has the uncanny ability of projecting their thoughts onto others
Child of Asclepius, God of Healing and Medicine
power ; regeneration & healing
the child of asclepius can tba
Child of Harmonia, Goddess of Harmony and Concord
power ; accord manipulation & peace inducement
the child of boreas can tba
Child of Morpheus, God of Dreams and Sleep
power ; dream walking & sleep inducement
the child of morpheus can tba
Child of Bia, Goddess of Power and Compulsion
power ; remote possesion & subliminal messaging
the child of bia can tba
Child of Erebos, God of Darkness and Mist
power ; shadow travel & fog generation
the child of erebos can tba
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