There's no time for brooding, you understand that.
You've done enough ruminating and it won't help anyone you care about to waste more time on the how's and why's of the past. You are here. Everyone you know is here. The Camp is gone and the gods too.
It's a miracle that any of you are are alive to begin with, let alone have time to stare out into space wondering "Who Am I?". Even if just for a moment, the energy was needed elsewhere, as no doubt will be the case until you find somewhere safe enough to spend your days thinking about things you already know about yourself.
The year is 2009, the Great Prophecy has lived up to its reputation and you're a guy with enough hope running through your veins to get you this far without giving up,
that's who you are.
Trait Gained: Will To Live
Trait Gained: Child of Hope
And since you hardly trust the Fates to have the last word on anyone or anything, you'll have to make that mean something, while there's still a you that that can still fight and while there's still a home worth fighting for... at least in spirit, anyway.
There was a lot of that going around lately, lots of spirits for people to hold onto.
Camp Half-Blood, as much as you may miss the cabins and the cornucopia, It's all the the people and creatures who lived there that are important to you, were important to you.
No one knows the shape of the Camp itself after you all hit the road, but everyone's unspoken guess is it's on borrowed time. Most of the nymphs couldn't leave and probably wouldn't have left even if they could and half the Satyrs stayed behind with them as well. That was a place you wouldn't head back to, surely not alone.
It was too close to where Olympus used to be and only gods know what was coming that way. You'd seen enough hell in Brooklyn to know that wasn't something you wanted to face head on, not without an army to fight it or a fortress to defend. Barriers and woods were good, but wouldn't stop what you saw.
Losing a place to lay your head was small compared to what had been lost in New York. So many people gone in so many awful, disgusting ways. You didn't begrudge anyone else for focusing on the memories of dead friends, sparring partners, maybe even a lost love, above the here and now.
Those were good people, gone in flames, lost to tooth, claw and... whatever the hell Zeus called that coup de grace at the end. So many innocent people who never had a chance in hell. So many brave people, too young to be dying when they could have lived, had hoped to live.
It made your blood boil thinking about it. But you stuffed it down.
You all lived.
Trait Gained: New York Witness (Veteran)
Faction Trait Gained: Homeless
You didn't believe you had time to grieve, but you won't speak for the rest, you don't have the right to. You weren't the leader.
The leader was nowhere to be found.
Last you heard of Jackson, he was with the rearguard.
Chiron hadn't been seen since the retreat and Dionysus had vanished long before things got this bad.
You and a concerning amount of humans (both full and half-blooded), satyrs, nymphets and a few centaurs were adrift on the roads, trekking hard each day to cover as much ground as possible
away from New York. And that was the only thing that could be agreed on, not even where to go to.
The Camp was operating on a loose system of seniority and mutual respect to keep the group unified. The eldest campers, which sadly now included you, all knew each other well enough to keep the peace in small ways that added up to no major fights breaking out without getting broken up just as fast, but this isn't enough.
Tensions were always going to be high, given the stakes of being on the run from monsters and Titans.
But the absence of a clear direction was creating problems that would have the entire camp splitting apart and scattering to the wind at the rate things were going.
Egos and bitterness over the hell they'd all been through were only kept in check by the understanding that all anyone's got was right here. But that only matters to those who cared about having a chance, wanted to keep fighting. Those who were tired of trying were liable to drag the rest of the camp down with them.
Faction Trait Gained: Division and Despair
Malcom Pace and Athena cabin had fell into the role of a kind of advisory council for the rest of the "Camp", just by virtue of having good ideas and enough patience to explain them to whoever cared to listen.
They didn't get very far with Ares Cabin and the ability to wrangle Hermes cabin was in no one's skillset. Much of the camp was focused on following the herd and responding to threats as they popped up.
A monster here, a monster there, nothing worrisome. That they could get away with being this divided and unorganized was a surprise to everyone who had spent the last month in New York, fighting with Jackson.
He was the only reason that they made it this far, made it out of New York at all.
But no one questioned the good luck, they needed every ounce of it.
Faction Trait Gained: Athenian Consultocracy
There was much to be done, positions to fill, choices to make. You don't care to get involved directly with those choices though, you'd rather help where you're needed. Though you're aware that fate has a way of forcing you into uncomfortable positions, so you try not jinx yourself.
A/N: Working on the character sheet for our main character. I'm making sure the math is right for all the stats before I put it up.
I rolled a D10 for the base stats and the traits will do the rest of the work.
Camp Half Blood isn't in the best shape, mostly because there's no camp but also a bit of Post-Traumatic Stress, frustration, and the general terror of being on the run from powers you can't face head on and want you dead for existing.
Also, some rolls for friendly faces. I thought about just deciding their fates, but because you all chose 2009 for the start year, I'll throw you all a bone. Still an AU, but it's obvious you guys are going for a TLO-adjacent scenario.
D100 => 95
D100 => 57
D100 => 76