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Pithos 1 Elpis' Cabin Pithos 1
Spirit of Hope and Expectation
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Elpis 2
Elpis' Cabin resembles a classical Greek building made of pale gold marble and roofed in ceramic shingles. The cabin is spacious and well-ventilated, with an open floor plan and plenty of paneless windows that let in the sea breeze. Marble columns support a broad porch in the front of the cabin, and several large, flat-topped jars serve as seats for campers who wish to relax and chat. The front door leads directly into an open-air, garden courtyard surrounded by the bedrooms, bathrooms, and other amenities. The courtyard serves as a living room, containing reclining couches and tables for campers. A well of hope stands out as the centerpiece of the courtyard. Its sweet-tasting waters are enchanted to refresh and uplift the hearts of those who drink it, filling them with a brief buzz of hope. Scattered throughout the cabin are small, glowing jars which provide illumination, play tranquil music, and emit a pleasant fragrance that fills the halls with a feeling of comfort.

The cabin is encircled by a waist-high wall composed of the same ceramic material as the shingles and jars. The outside texture resembles that of Greek pottery, complete with paintings that are enchanted to constantly shift between scenes depicting hope and inspiration. In times of war (or whenever the counselors wish to do so), the walls can expand upwards, shifting into a giant, durable jar that completely envelops the cabin. The formerly well-lit building grows dark, illuminated only by the golden glow of the small jars within it. Unless if the walls are lowered or if one were to fly out the lid of the jar, no one can exit or enter the cabin.

When the walls of the jar are raised, the dark and mostly soundproof cabin makes for a surprisingly good discotheque. The glowing jars can project vibrant lights of various colors across the cabin and play modern dance music instead of its default gentle melody. Cleared of furniture, the open courtyard provides a spacious dance floor. Campers from other cabins are welcome to sample from the well of hope to stay hydrated and energized as the party rages on.
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Meet the Campers!

Meet Elpis' Children

(To edit this list, go here)

Counsellor

  1. Simon Zografios

Lieutenant

  1. Reserved for Soph

Members

Campers Not Year Round

(Officially Inactive Users)

  1. None

Priest/Priestess

(Only 1 Per Cabin, if they are a demigod, they also go under the main cabin count as well as here.)

  1. None

None

Former

Left Camp

Cabin Photo Album


Room Assignments

WIP

Powers of a Child of Elpis

Offensive

  1. Children of Elpis can summon small, combustible jars which explode upon impact when thrown at enemies. These jar bombs release minimal shrapnel (i.e.: several large shards that make a blunt impact, not countless tiny shards that can pierce skin) and cause a mild feeling of negativity and unease to linger over the area of the explosion. The more bombs summoned, the more energy they use.
  2. Children of Elpis can hope for an event to happen (e.g.: for an attack to hit or for them to remember where they misplaced an object) to slightly increase the chances of that event occurring, but with no guarantees it'll actually happen. Hoping for events that are outlandish or overly specific (e.g.: for their opponent to spontaneously catch on fire as meteorites rain from the sky) has virtually no effect, since the chances of those events occurring are extremely low in the first place. The more strongly they hope for an event to happen, the more effective the boost will be, but the more energy they use. This ability must be selectively activated: if children of Elpis hope for an event without deliberately intending to boost the chance of that event occurring, they will not use energy but thus will not receive the boost.
  3. Children of Elpis can fire an intense, golden beam of fiery hope which will burn anything it touches.

Defensive

  1. Children of Elpis can blind an opponent with hope. This affects all forms of sight (spiritual vision, foresight, seeing potential futures, etc.) beyond just physical sight. Children of Elpis can maintain this ability indefinitely, but they themselves will be blinded by hope for the entire duration they maintain it.
  2. Children of Elpis can rapidly summon a large Greek jar (pithos) around themselves to act as a resilient shield. The lid of the jar can be removed, but anyone who tries to open it in such a manner immediately feels sick and is hit by a wave of negativity and unease. The jar disappears after the user exits it.

Passive

  1. Children of Elpis radiate an aura of hope and optimism which can be suppressed through conscious effort. Furthermore, they have the ability to detect how hopeful people near them are feeling.
  2. Children of Elpis do not tire as easily when they have their hopes up. They are more energetic and heal more quickly in locations where hope is especially strong.
  3. Children of Elpis see potential positive futures and ways to achieve them, though they have difficulty visualizing negative futures.
  4. Children of Elpis feel comfortable in small, confined areas (e.g.: inside a pithos they summon for defense). They can breathe freely in tight, enclosed spaces without running out of air, as long as the enclosed space is not filled with a substance such as water or sand.

Supplementary

  1. Children of Elpis can project their consciousnesses to locations where hope is especially strong. Although they can see, hear and smell their projected surroundings, they are unable to touch anything. They appear to onlookers as faint, intangible apparitions, and their physical bodies are unable to move during consciousness projection. The longer they project themselves, the more energy they use.
  2. Children of Elpis can summon a pair of shining, golden wings that allows them to fly briefly. The longer they fly, the more energy they use.
  3. Children of Elpis can bolster their teammates' spirits through their motivational words and actions, granting them a boost of hopeful energy in combat.
  4. Children of Elpis can summon several pithos to hold objects or act as decorations. Maintaining these constructs requires concentration, for they disappear once the user stops concentrating on them.
  5. Children of Elpis can emit a faint golden glow to brighten their surroundings in the dark. They can glow more brightly in locations where hope is especially strong.

Passive

  1. Children of Elpis radiate an aura of hope and optimism which can be suppressed through conscious effort. Furthermore, they have the ability to detect how hopeful people near them are feeling.
  2. Children of Elpis do not tire as easily when they have their hopes up. They are more energetic and heal more quickly in locations where hope is especially strong.
  3. Children of Elpis see potential positive futures and ways to achieve them, though they have difficulty visualizing negative futures.
  4. Children of Elpis feel comfortable in small, confined areas (e.g.: inside a pithos they summon for defense). They can breathe freely in tight, enclosed spaces without running out of air, as long as the enclosed space is not filled with a substance such as water or sand.

3 Months After Character is Made

Children of Elpis can blind more than one person with hope at once. If this power is used, it will simultaneously blind everyone, friend or foe alike, within what would be their field of view. Children of Elpis can maintain this ability indefinitely, but they themselves will be blinded by hope for the entire duration they maintain it.

6 Months After Character is Made

Children of Elpis can summon a pithos containing an essence of negativity, representing a negative spirit which was trapped inside Pandora's Jar alongside Elpis. When the essence of negativity is released, it will plague a single target for several minutes, affecting the target differently depending on which negative spirit it represents. Children of Elpis can choose only one essence of negativity to summon at a time and will feel moderately drained afterwards.

  1. The essence of disease (representing the Nosoi) causes the target to feel sickly and nauseated once released. The target may develop a fever and shiver uncomfortably, and their limbs may feel weaker than normal due to illness. In rare cases, the target may spread the disease to their nearby allies, causing them to experience similar symptoms.
  2. The essence of pain (representing Achos) causes the target to feel sharp, stinging pain across their entire body once released. The target may develop headaches, and they will experience greater pain when moving or being hit.
  3. The essence of hunger (representing Limos) causes the target to feel a deep, insatiable hunger--like someone who hasn't eaten in a week--once released. The target may be distracted by the severity of their hunger during combat and will feel much less energetic than usual.
  4. The essence of despair (representing Oizys) causes the target to feel hopeless and distressed once released. Though they experience no physical discomfort, the severity of their mental pain will be strong enough to distract them during combat. Thrown into the depths of despair, they may be overwhelmed by anxiety and will have difficulty summoning the motivation to keep fighting.
  5. The essence of insanity (representing Mania) causes the target to have difficulty thinking rationally once released. The target may make abrupt, uncontrollable movements and may mutter nonsensically or laugh crazily. They will have little to no sense of self-preservation for the duration they are targeted.
  6. The essence of old age (representing Geras) causes the target to feel decades older once released. The target may have much lower energy than usual and will have aching joints that noticeably slow down their movement and reaction speed.


9 Months After Character is Made

Children of Elpis can draw power from all the hopeful actions or environments they’ve witnessed, committed, or visited in their lives in order to become an embodiment of pure hope. This would make them more powerful and immune to all attacks, enhancing both their physical prowess and power over hope. In this state they retain access to their other powers, enabling them to fly freely using their golden wings, to passively radiate hope among their surroundings, etc. This only lasts for a short time, after which the user will be extremely exhausted and unable to use this ability for at least a day. However, the more frequently children of Elpis use this ability, the more hope they will have experienced in their lives, so later uses of this ability will be progressively stronger than the first.


Traits

  1. Children of Elpis tend to have inspirational, uplifting personalities.
  2. Children of Elpis tend to make natural-born leaders, revolutionaries, and motivational speakers.
  3. Children of Elpis tend to be highly driven to make their hopes and dreams come true.
  4. Children of Elpis tend to have good mental and physical health.


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Cabin Activities & Duties

Cabin Announcements
Zosimos "Simon" Zografios ~ Son of Hope
Rowe 3 Resized

"Hope is the pillar that holds up the world. Hope is the dream of a waking man."
"It's a pleasure to meet you, everyone. This is an exciting time for all of us. As the novelty of our cabin fades and we grow more settled in here at Camp, I hope we can make 'Elpis' a widely respected name among our fellow half-bloods. Let's make our mother proud!
Character's Bio


 Age: 3274 (biologically 20)  Height: 5'10" / 1.78 m  Weight: 145 lbs / 65.8 kg
 Sexuality: Pansexual  Relationship Status: None
 Birth Place: Athens, Greece  Main Weapon: Fitbit turned CB sword
 Accent: Neutral

Character's Powers

 

Offensive

  1. Children of Elpis can summon small, combustible jars which explode upon impact when thrown at enemies. These jar bombs release minimal shrapnel (i.e.: several large shards that make a blunt impact, not countless tiny shards that can pierce skin) and cause a mild feeling of negativity and unease to linger over the area of the explosion. The more bombs summoned, the more energy they use.
  2. Children of Elpis can hope for an event to happen (e.g.: for an attack to hit or for them to remember where they misplaced an object) to slightly increase the chances of that event occurring, but with no guarantees it'll actually happen. Hoping for events that are outlandish or overly specific (e.g.: for their opponent to spontaneously catch on fire as meteorites rain from the sky) has virtually no effect, since the chances of those events occurring are extremely low in the first place. The more strongly they hope for an event to happen, the more effective the boost will be, but the more energy they use. This ability must be selectively activated: if children of Elpis hope for an event without deliberately intending to boost the chance of that event occurring, they will not use energy but thus will not receive the boost.
  3. Children of Elpis can fire an intense, golden beam of fiery hope which will burn anything it touches.

Defensive

  1. Children of Elpis can blind an opponent with hope. This affects all forms of sight (spiritual vision, foresight, seeing potential futures, etc.) beyond just physical sight. Children of Elpis can maintain this ability indefinitely, but they themselves will be blinded by hope for the entire duration they maintain it.
  2. Children of Elpis can rapidly summon a large Greek jar (pithos) around themselves to act as a resilient shield. The lid of the jar can be removed, but anyone who tries to open it in such a manner immediately feels sick and is hit by a wave of negativity and unease. The jar disappears after the user exits it.

Passive

  1. Children of Elpis radiate an aura of hope and optimism which can be suppressed through conscious effort. Furthermore, they have the ability to detect how hopeful people near them are feeling.
  2. Children of Elpis do not tire as easily when they have their hopes up. They are more energetic and heal more quickly in locations where hope is especially strong.
  3. Children of Elpis see potential positive futures and ways to achieve them, though they have difficulty visualizing negative futures.
  4. Children of Elpis feel comfortable in small, confined areas (e.g.: inside a pithos they summon for defense). They can breathe freely in tight, enclosed spaces without running out of air, as long as the enclosed space is not filled with a substance such as water or sand.

Supplementary

  1. Children of Elpis can project their consciousnesses to locations where hope is especially strong. Although they can see, hear and smell their projected surroundings, they are unable to touch anything. They appear to onlookers as faint, intangible apparitions, and their physical bodies are unable to move during consciousness projection. The longer they project themselves, the more energy they use.
  2. Children of Elpis can summon a pair of shining, golden wings that allows them to fly briefly. The longer they fly, the more energy they use.
  3. Children of Elpis can bolster their teammates' spirits through their motivational words and actions, granting them a boost of hopeful energy in combat.
  4. Children of Elpis can summon several pithos to hold objects or act as decorations. Maintaining these constructs requires concentration, for they disappear once the user stops concentrating on them.
  5. Children of Elpis can emit a faint golden glow to brighten their surroundings in the dark. They can glow more brightly in locations where hope is especially strong.

Passive

  1. Children of Elpis radiate an aura of hope and optimism which can be suppressed through conscious effort. Furthermore, they have the ability to detect how hopeful people near them are feeling.
  2. Children of Elpis do not tire as easily when they have their hopes up. They are more energetic and heal more quickly in locations where hope is especially strong.
  3. Children of Elpis see potential positive futures and ways to achieve them, though they have difficulty visualizing negative futures.
  4. Children of Elpis feel comfortable in small, confined areas (e.g.: inside a pithos they summon for defense). They can breathe freely in tight, enclosed spaces without running out of air, as long as the enclosed space is not filled with a substance such as water or sand.

3 Months After Character is Made

Children of Elpis can blind more than one person with hope at once. If this power is used, it will simultaneously blind everyone, friend or foe alike, within what would be their field of view. Children of Elpis can maintain this ability indefinitely, but they themselves will be blinded by hope for the entire duration they maintain it.

6 Months After Character is Made

Children of Elpis can summon a pithos containing an essence of negativity, representing a negative spirit which was trapped inside Pandora's Jar alongside Elpis. When the essence of negativity is released, it will plague a single target for several minutes, affecting the target differently depending on which negative spirit it represents. Children of Elpis can choose only one essence of negativity to summon at a time and will feel moderately drained afterwards.

  1. The essence of disease (representing the Nosoi) causes the target to feel sickly and nauseated once released. The target may develop a fever and shiver uncomfortably, and their limbs may feel weaker than normal due to illness. In rare cases, the target may spread the disease to their nearby allies, causing them to experience similar symptoms.
  2. The essence of pain (representing Achos) causes the target to feel sharp, stinging pain across their entire body once released. The target may develop headaches, and they will experience greater pain when moving or being hit.
  3. The essence of hunger (representing Limos) causes the target to feel a deep, insatiable hunger--like someone who hasn't eaten in a week--once released. The target may be distracted by the severity of their hunger during combat and will feel much less energetic than usual.
  4. The essence of despair (representing Oizys) causes the target to feel hopeless and distressed once released. Though they experience no physical discomfort, the severity of their mental pain will be strong enough to distract them during combat. Thrown into the depths of despair, they may be overwhelmed by anxiety and will have difficulty summoning the motivation to keep fighting.
  5. The essence of insanity (representing Mania) causes the target to have difficulty thinking rationally once released. The target may make abrupt, uncontrollable movements and may mutter nonsensically or laugh crazily. They will have little to no sense of self-preservation for the duration they are targeted.
  6. The essence of old age (representing Geras) causes the target to feel decades older once released. The target may have much lower energy than usual and will have aching joints that noticeably slow down their movement and reaction speed.

9 Months After Character is Made

Children of Elpis can draw power from all the hopeful actions or environments they’ve witnessed, committed, or visited in their lives in order to become an embodiment of pure hope. This would make them more powerful and immune to all attacks, enhancing both their physical prowess and power over hope. In this state they retain access to their other powers, enabling them to fly freely using their golden wings, to passively radiate hope among their surroundings, etc. This only lasts for a short time, after which the user will be extremely exhausted and unable to use this ability for at least a day. However, the more frequently children of Elpis use this ability, the more hope they will have experienced in their lives, so later uses of this ability will be progressively stronger than the first.

Traits

  1. Children of Elpis tend to have inspirational, uplifting personalities.
  2. Children of Elpis tend to make natural-born leaders, revolutionaries, and motivational speakers.
  3. Children of Elpis tend to be highly driven to make their hopes and dreams come true.
  4. Children of Elpis tend to have good mental and physical health.

Owned by: Nata ~ Posted on: ~~~~~

Cabin Activities

Here, it's like for example, there's a schedule activity for a certain day. Like every Mondays and Wednesdays, there's a scheduled morning jog at 5 am, and then at 10 am, there's swordfighting practice. Then every Tuesdays and Thursdays, they train in fighting WHILE flying and then maybe pegasi riding lessons etc.

Unlike the cabin announcements, this is pretty much scheduled and is like the daily activities that campers do while at Camp. So it really needs to have something to do with training, while on the cabin announcements, you can put there recreation stuff also.

Special Duties

Things that the cabin runs in Camp, like what are they in charge of (Infirmary for Apollo, Armory for Heph etc). Also put here assigned tasks like who goes on watch at what time.

Cabin Treaties

Treaties

Enemy Cabins

None

Camp Announcements
Camp Notice Board

Notice-board

In Character Notices/Announcements

  1. None

Out of Character Notices/Announcements

  1. Level 5's and up, please make sure to vote on current issues in the Voting:Level 5's and Up forum. 12 users must vote for any resolutions to be passed.

Edit the board here. This board is to show any information relative to camp, either in character or out of character. For instance, if you'd like to announce the death of one of your characters, or their kidnapping, or anything that other users should know.

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