Foreseeing the Future
Group / Species
Administrator
Posts
48
Alliance / Loyalty
Played By
Staff Account
Status
Offline
|
Post by The Oracle on Jul 9, 2016 5:38:49 GMT
QUESTING GUIDE Questing is probably the biggest and the most exciting event a Camper at Camp-Halfblood could ever expect, though it will also be the most dangerous and the most likely some may not ever come back alive. Which is why the Counselors of the camp have agreed to come up with a guide dedicated to Questing and the do's and don'ts of it all. Example of Do's1. Pack a bag with extra clothes, toiletries, etc 2. Carry Drachmas (Money) 3. Your desired weapon 4. A pack of Ambrosia (in case someone gets hurt) Example of Don'ts1. Do not engage monsters on your own. 2. Do not travel in less or more than three campers. 3. Do not go on a quest without permission or without a prophecy. 4. Do not bring outside world things back into camp (guns, drugs, etc) At Camp Half-Blood, a quest can only be given if a camper receives a prophecy from the Oracle. A quest is also one of the few times that a camper will be allowed to leave the safety of the camp, unless a demigod wants to live in the mortal world during the school year. On TSW, in order for campers to go on quests you will have to reply to the Quest Request thread, which gives campers the ability to ask the staff account named "The Oracle" for a prophecy. On the Quest Request thread, you will find a form, and within the form you are filling out a situation you and two other characters are wanting to be in, whether it is an encounter with a giant to save innocents or a lost demi-god, it is up to you. After your request is filled out, the staff will review it, and reply to you with a prophecy that is up to you to interpret and deploy. Monsters are a common thing when campers go on quests, and the Staff will throw them at you some point in your quest, sometimes not at all, and sometimes more than once. Gotta keep you on your toes until you make it back to camp!
|
|