The story so far: Naruto, now Homura Shinobu, fights to protect four teens despite limited chakra, causing chaos at Camp Half-Blood, while Luke observes a spar with Shinobu, Annabeth teaches her chess, leading to a lesson about misinterpretation with Chiron's guidance, and Thalia challenges her to a spar which Shinobu wins.


Council

The head counsellors are holding the Senior Council in the Big House as always. They had serious expressions, showing the importance of the upcoming discussion. They sat around a ping-pong table in a furnished recreation room.

Laurel, the counsellor from Cabin 4, sighed and fiddled with the flowers wreathed in her hair. "It's hard to believe how risky Capture the Flag has become. Injuries are becoming far too common."

Victor Ironblood, the counselor from Cabin 5 snorted. "The game has always had injuries. But we also always had a buffer."

Everyone grimaces at that. The rise of monster attacks keeps increasing the demand for manpower. The weariness etched on the counsellors' faces spoke volumes.

"We can't stop the games," says Lyra, the counsellor from Cabin 7, her fingers drumming on the table. "It'll be bad for morale. Everyone is already bummed out. We can't take away one of the biggest things they've been looking forward to."

Seraphina, the counsellor from Cabin 10, sighs and leans back in her chair. Her frustration is evident in her posture. "If we don't do anything, the infirmary will go over capacity. We already had a few near misses. We're gambling with our fellow camper's lives by doing too little changes."

"If we can't drop Capture the Flag, we'll have to lower injury rates somewhere else." Evelyn of Cabin 6 says. "We've already shifted to theory-based training, but it's not enough."

"It doesn't help that Cabin 5 members are still taking to the arena," says Lyra. She turns to Victor. "Can't you put a leash on your brothers and sisters?"

Victor shrugs. "I'll have to break their legs for them to listen, and we've already established why that's a no-go. And I wouldn't even if I could. We're the one's doing the bulk of patrol duty. That earns us some leeway in my book. More than that even. We should be exempt from the other chores."

"Don't act like you've got the high ground here," says Theron of Cabin 9.

Victor snorts. "Why not? We're the ones in the highest demand for the most dangerous work. Sure, your members are in second place, but it's a distant second."

Sparks dance in Theron's eyes. "Unlike your simple brutes, we're in demand for more than punching things. Your muscleheads' equipment are the ones that keep requiring more maintenance. It'd be fine if the dents and scratches are from patrol duty. No. Aside from wearing down their gear in the arena, they also break their toys for stupid stuff. The next time one of your siblings has the bright idea to use their shield as a sled, have them fix it themselves."

Laurel groans. "Can the both of you not go over this again? We all know you both want better privileges, but you're not getting more."

"They shouldn't have gotten any special treatment in the first place," says Felix of Cabin 11. "Non-combat duties are essential for the running of the camp as well."

"Nothing is more essential than keeping everyone safe," says Victor. "We get rewards for taking on the most danger. If your pansies trained more, they'd be more useful by the border. As it is, it takes eight of yours to patrol the same area as three of mine. If anything, that we're still saddled with any laundry duty is crap."

"Don't be unreasonable!" exclaimed Seraphina. "You're leaving us with all the chores!"

The debate raged on. Some council members called into question Aphrodite Cabin's contribution. The counsellor from Cabin 10 rose to their defence.

Seraphina Heartwood straightened her posture, her eyes shining with determination. "Our members play a crucial role in keeping spirits high," she asserted. "That's as important as any combat task!"

The counsellor from the Apollo cabin let out a weary sigh, her shoulders slumping. "You'll stretch my members too thin. We already are," she says, running a hand through his hair in frustration. "They're out on patrols too, and they're serving as the main medical staff. But it seems like nobody appreciates the non-combat responsibilities they shoulder."

The room fills with tension as the counsellors step forward. They are each trying to make their case and voice their concerns and struggles. The atmosphere crackled with conflicting emotions, highlighting the complexity of managing camp responsibilities.

More bad news comes when Silenus addresses the council. He shares the status of the satyrs in the camp. They helped with patrols as well. The accumulation of monsters makes sending out protectors and bringing in demigods difficult. Fewer demigods getting to Camp Half-Blood meant less manpower coming in. Manpower is premium.

He also reminded them that they were losing another valuable resource. Money. Satyrs on patrols mean satyrs not growing strawberries. Strawberries are the camp's main source of income. This is more disastrous now as the danger of attacks on deliveries is at an all-time high. A few days ago, a monster had gotten deep into the camp and ruined a large patch of strawberries being grown.

The council meeting stretches on for hours. Chiron keeps his peace despite the heavy air. Dionysus is absent. In the end, everyone agrees to compromises no one is happy with. Everyone knows these topics will come back in future meetings.

Thalia kept quiet throughout. She was here as a technicality. As the sole member of Cabin 1, she was by default its head counselor. She understands that she is the youngest and least experienced person in this room.

She can't change the fact that Cabin 1 has the least contribution. Despite her efforts, there is only so much she can do as one person. She earned a lot of respect by spending so much time on patrol duty. Unfortunately, that brings her even, but not more. Everyone knows that she's the reason for the increase in number of attacks. She's done enough that the resentment has faded into the background. But wisps of it remain.

Eyes dart to her but never linger. Her fellow counsellors are mature enough not to act on illogical emotions. But they are still human, and they can't get rid of how they feel.

To her fortune or misfortune, the sense of isolation won't last for long. The final topic is about to unfold.

A quest.

As the hushed murmurs filled the room. The council members exchange wary glances, the tension mounting.

The weight of the relentless attacks had already stretched the camp thin. The idea of losing manpower for this quest left a bitter taste in everyone's mouths. Not to mention the risks of leaving the camp. With the increased monster activity, it sounded like a death sentence.

But despite the uncertainty and fear, the danger also brought a sliver of hope.

"We can't deny that it offers a chance to turn the tide," Seraphina broke the silence. "A quest could be the turning point. A success could be the biggest boost to the campers' dwindling morale."

"Why not let all the campers be a part of this discussion?" asks Aurora, "A vote from everyone would be best."

Evelyn shakes her head. "This is not the time to let the people decide. Most of them tend to forget the big picture. It's our responsibility as head counsellors to make the wise decisions."

"I agree that a vote is not ideal," Seraphina says. "But we should let the campers know. Have someone volunteer for the quest."

"If you cowards don't have the guts, then I'll say it," says Victor. "Thalia should take the quest."

"Sending her out is suicide. A quest is already dangerous, but she's also the main target of some of the monsters," says Seraphina.

"It's because she's the main target of most of the monsters that she should go." Victor.

"If that's how you feel that you might as well kill her yourself. I never thought you were bad enough to let the monsters do the dirty work for you," says Laurel.

"You're assuming she'll die," says Lyra. "Let's not forget that she's a daughter of the big three. She's already proven herself in battle."

"There's another, more important reason to send her," says Evelyn. "As monsters' main target, she could become a strategic diversion. In taking on this quest, she will be hitting two birds with one stone."

"Exactly what I was saying," says Victor. "She can draw the attackers away. This will grant us a much-needed reprieve. With the time she buys us, we can bolster our defences."

"Whether it is Thalia who takes it or someone else, a quest is a good idea. Having demigods leave for a quest could serve as a distraction," says Theron. "They might create an opening for the satyrs to venture beyond the camp."

Felix raised his hand, causing everyone to pause. "Before we go into another argument, this time about Thalia, why don't we ask for her opinion?"

The room fell silent, all eyes converging on Thalia, the daughter of Zeus. The conflicting emotions are evident on the council members' faces. The weight of the situation bore down on Thalia. The risks were undeniable, and the perilous path ahead loomed before her. Her heart raced, her mind wrestling with the decision she was about to make. The council members' eyes met hers, their expressions a mix of concern and hope.

The tension was palpable, as everyone held their breath, waiting for her words.

Before anyone else can steer the topic away from her, Thalia stands up and—


Author's Note: A bit of a rant here. I had to do a bit of research, but couldn't find anything about who the Head Counselors were at this time in the series. I have to assume that the duration of each Head Counselor can't be too long considering the high mortality rate, plus even if they don't die, they seem to leave camp once they are old enough. So I had to invent some. Unfortunately, this was a bit of work that is just wasted since we won't see any of them after this.

By the way, yes they're a bit too on the nose. I wanted them to be less so, but that just made them feel incongruent with the Percy Jackson series. Quite frankly, unless you're the main character, and sometimes even then, you tend to be very on-brand.

Demeter - Cabin 4 (Goddess of Agriculture)

Name: Laurel Greenfield

Description: Compassionate and nurturing, with a natural affinity for plants and agriculture. Beloved by cabinmates for her motherly instincts.

Ares - Cabin 5 (God of War)

Name: Victor Ironblood

Description: Fierce and battle-hardened, exuding strength and courage. A respected leader who trains cabinmates to be disciplined fighters.

Athena - Cabin 6 (Goddess of Wisdom and Battle Strategy)

Name: Evelyn Swiftwing

Description: Brilliant strategist and knowledgeable in academics and combat techniques. Composed and calm leader, guiding her cabinmates with well-thought-out plans.

Apollo - Cabin 7 (God of the Sun, Music, and Prophecy)

Name: Lyra Goldensun

Description: Radiant and charismatic, with a golden voice and musical talent. A source of guidance and hope, skilled in interpreting prophecies.

Hephaestus - Cabin 9 (God of Fire and Blacksmiths)

Name: Theron Emberforge

Description: Skilled blacksmith and inventor, passionate about craftsmanship. Has a gentle heart and cares deeply for his cabin family.

Aphrodite - Cabin 10 (Goddess of Love and Beauty)

Name: Seraphina Heartwood

Description: Enchanting and captivating, with an aura of charm and grace. Promotes love and fosters friendships among cabinmates.

Hermes - Cabin 11 (God of Travelers, Thieves, and Messengers)

Name: Felix Swiftfoot

Description: Agile and mischievous, excels in messenger duties and stealth. Encourages resourcefulness and quick thinking.

Dionysus - Cabin 12 (God of Wine and Madness)

Name: Aurora Nightvine

Description: Exuberant and spirited, embraces the wild and joyous aspects of Dionysus. Teaches the importance of balance and control.