The Story
The long-lost continent of Atlantis was thought to be incredibly advanced and powerful for its time period, but to this day any details about what made the continent so great and how its downfall came about are nearly impossible to find, and Atlantis is considered little more than a myth.
In truth, however, the lost continent did exist, and the rumors of great power and technology were myths based on something very true. Atlantis owed its enlightened status to a secret so well-kept even future legends of its culture would never approach the truth; while many in the world would claim to be alchemists, the art of Alchemy was only practiced in its truest form within the borders of Atlantis. Through lifetimes of training, belief, and more than a little luck, Atlantis raised a group of priestesses powerful enough to evoke the four great elementals that held the power of the four elements; Sylph, the embodiment of air; Undine, the embodiment of water; Gnome, the embodiment of earth; and Efreet, the embodiment of fire. Through binding themselves to these elemental forces, the priestesses were eventually able to convince the four to take human form and share their power with Atlantis. With the four elementals spiritually linked to the priestesses and passing on secrets normally beyond human reach, Atlantis grew rapidly and soon became the superpower of the world. However, the elementals' warnings about overstretching the power over each element was gradually forgotten, and as the practitioners of the art overreached their boundaries, the backlash of overusing their magic soon brought catastrophe down on their homeland, destroying it utterly.
Unable to do anything for the people of Atlantis, the four elementals sacrificed their physical forms in order to save their respective priestess, spiriting the four away from Atlantis so that something survived. The four young women that had bonded with the elementals lost their memories due to the traumatic experience, but went on to live relatively happy, normal lives scattered to the four corners of the world. The power over the elements vanished with Atlantis, and the four elementals ceased to exist on the physical plane.
However, in the modern day, something strange has begun to happen. Reacting to a vast disturbance in nature that calls to them, Sylph, Undine, Gnome, and Efreet have individually decided to return to the world to investigate. To do so, each has again taken physical form connected to the most recent and direct descendent of the priestesses; four young people about to find their lives becoming much more magical.
The Rules of Bonding
- A human being bonded to an elemental is a "Priestess"; given the nature of the Atlantean's religion combined alchemy with the sacred feminine, only a woman can be bonded to an elemental. The four elementals did not take this into account when bonding with the priestesses' descendants, however, and it is fully possible for a male descendent to become a Priestess. This does mean, however, that any male characters bonded to an elemental will become biologically female for the duration of their bonding whether they like it or not. This has no effect on gender identity or sexual orientation unless the Priestess allows it to.
-Elementals are immortal and their human bodies will simply regenerate with time from any damage they take, even fatal. The only way one could be banished from the plane permanently is if she willingly sacrifices her physical form or if the priestess she is connected to is slain. Elementals can be trapped, however, with specific preparations; the only one that works on all four of them is a triangle of human blood drawn around them, which they must remain within unless something smudges it or the drawer invites them out.
-Becoming a Priestess is usually considered a lifetime deal, but the connection can be transferred to anyone the Priestess chooses with or without the Elemental's permission, as long as the Priestess is clear-headed and makes the distinct choice to transfer her connection with the elemental before kissing the newly selected Priestess. Most male Priestesses will morph back to their original form after transferring their connection, although they will remain female permanently if their desire to become male again is weak enough.
The Elementals
Gnome
The embodiment of earth, Gnome appears as a very large dark-skinned woman with long green hair; contrary to her name, she's actually the largest elemental, standing roughly 6'4" and having a very curvy but also muscular figure. Gnome's aura is green, and as the earth elemental, nature tends to respond most strongly to her presence. Flowers will grow anywhere her bare feet touch the ground unless she is suppressing her power, which tends to be murder on pavement and sidewalks, and plants of all kinds are invigorated by her mere presence. In temperament, Gnome is one of the easiest Elementals to get along with; she is a jolly, brave and loving woman that has a kind word for everyone and a supremely even temper. Gnome is inclined to be as helpful and protective as possible towards her priestess and is very, very generous in sharing her power. Her primary flaws are that Gnome isn't as smart as some of the other elementals and isn't very subtle; it won't occur to her to hide her powers while in human form unless specifically asked to by her priestess, and almost nothing can convince her to wear socks or shoes. Gnome can also tend to be a little smothering in her affection, which means it can be hard to get any private time when she's around and she won't realize if her priestess is embarrassed or not enjoying all the attention Gnome gives her. Even so, Gnome is the staunchest ally anyone could ask for, and her powers over the earth are a force to be reckoned with, being able to reshape earth and rock around her at will or command plants to grow and do her bidding. Being bonded with Gnome also exponentially increases toughness and stamina, allowing the Priestess to withstand levels of strain ordinary humans could not. Gnome's "human name" is Rose.
Gnome's temperament is Motherly. She is the most mature and maternal of the four elementals by far, generally inclined to look after others in general but her priestess in particular. Gnome is very loving and puts others before herself, so it's simply in her nature to always try and give people she cares about what they need--or sometimes what she THINKS they need. The age of her priestess or anyone else she's concerned about is irrelevant; Gnome is inclined to think of everyone but herself as young and in need of her care in one form or another. When understanding is established, this works very well for her priestess and others; depending on their needs, Gnome can be a tender lover, a cool big sister, a supremely affectionate mother, or a patient nurse--if she feels that her partner needs to be the one in charge, Gnome is even willing to compromise her usual maturity and behave like a little girl for her partner to take care of. Gnome has little in the way of shame or taboo, and so she's not really restrained from shaping her naturally loving and caring nature to best reflect the needs of others. As mentioned before, however, Gnome can be smothering in her eagerness to care for others; when understanding is shaky, she can be overprotective and clingy towards her priestess, and tends to treat people like they were helpless even when they're fully capable of looking after themselves. Gnome is eager to make others happy, but she doesn't always know what's best for them, and so it's important for her Priestess to develop a relationship with Gnome that she is comfortable with and make sure Gnome truly understands her desires and comfort zone.
Undine
The embodiment of water, Undine appears as a slender, light-skinned woman with long, blue hair. She's of more average height than Gnome, standing about 5'8" and possessed of an athletic figure. Undine's aura is blue, and her power over water means that her physical presence doesn't affect her surroundings the way Gnome's does unless there's a lot of water around. She does stand out in a different way the priestess will probably have to deal with, however; Undine is a nudist who clothes herself in sculpted, flowing water and bubbles, which is able to fulfill modesty's demands but still stands out enormously in a crowd. Personality-wise, Undine is a very calm, cool, intelligent woman and one of the only elementals that prefers to think before she acts; this makes her pretty reasonable, but sometimes she can be a little cold or set in her ways if asked to act against her own reasoning. This doesn't mean that Undine is unemotional; on the contrary, she is usually loyal, friendly, curious, and polite to nearly everyone, and she has a less often seen fun-loving side...but she also can be kind of scary if she gets mad. Undine will do her best to serve the needs of her priestess to the best of her abilities, but there are some difficulties in dealing with her, too; Undine tends to be very blunt in her analysis which can make her seem needlessly harsh or pessimistic at times, and on the occasions when she is acting unreasonably, she's very stubborn, such as her dislike for wearing real clothes instead of water and a stubborn refusal to react to hot, dry things with anything but hostility. Undine's powers are obviously at their greatest near a large source of water, but the supplies in the air and under the ground are also hers to use; geysers, waves, ice, steam, and sculpted water are all tools in Undine's vast arsenal, and she and her priestess can both walk on the surface of water and breathe under it. The Priestess's wounds will also regenerate naturally when immersed in water, which combined with the power to shape it into weapons or clothing/armor, Undine and her Priestess are completely invincible underwater or in heavy rain. Undine's "human name" is Dara.
Undine's temperament is Mature. After Gnome, she is the most adult of the four elements, but while friendly and polite, Undine is not the overly affectionate mothering type like Gnome is; instead, she tends to be more formal and businesslike with people, although she'll warm to her priestess and others that make the effort to get to know her. Undine is polite and serious as a way to cover up being rather shy underneath it all; despite her power, maturity, and beauty, Undine feels vulnerable and insecure in human form. Being a woman instead of a force fills Undine with emotions she's not used to dealing with, and so she compensates by focusing on her reason and codes of conduct to organize the messy feelings that come with being a young woman. However, a closer relationship with her priestess will lead Undine to trust her feelings over her judgement, and this is not a trust she gives lightly; it therefore takes longer to develop a relationship with Undine past simple business, but once one manages to do so, Undine becomes much closer to her priestess or friends much quicker. While her shyness is a part of who she is, once she's opened up, Undine at her best is kind, reasonable, and very loving; at her worst, she's strict, jealous, and stubborn. Undine is prone to developing a massive crush on her Priestess if they grow closer, and has to struggle with the desire to have her priestess all to herself, but fortunately even when she's at her worst, Undine can be reasoned with and talked out of most bad behavior. Unlike her sister elementals, Undine isn't particularly motherly or childish; rather, she's a mixture of both, with her protective, strict, and organized qualities being more adult and her shyness, jealousy, and stubbornness being more childlike. This neutral state of maturity means that Undine is balanced and affected by the maturity of her priestess; a particularly babyish partner will make Undine act more mature to look after them, while a particularly mature priestess will make Undine act less mature in response. Undine understands shifting tides and natures better than the other elementals, and so she has an easier time wrapping her head around those that want to be both babyish and mature than some of the others.
Efreet
The embodiment of fire, Efreet appears as an attractive, tough-looking dark-skinned woman with very dark red hair. She's the second-tallest elemental at 5'11", and she's less curvy and muscular than Gnome but more than Undine or Sylph. Efreet's aura is burning red, and her mere presence heats up the area around her. Efreet's lower body is usually a roaring flame, but she can change it into normal legs to avoid drawing attention and burning things as she moves around. Unfortunately, Efreet is the hardest elemental to get along with, being arrogant, aggressive, impulsive and bitchy. She never looks before she leaps and she never does anything by halves; when Efreet's in a good mood, she's a party animal and wants everyone in a good mood, too, but when she's in a bad mood she tends to spread it around with a big shovel. Because of this, Efreet tends to be unhelpful and unreasonable when interacting with her priestess, forcing them to earn her respect before she'll improve her bad attitude. If she does improve, though, Efreet can become very cheerful and optimistic, exchanging her bitchy attitude for a more peppy go-getter, although she's as arrogant and impulsive as ever without her priestess to balance her out. Despite being so tough to get along with, Efreet freely gives her priestess a lot of power through their connection; Efreet's priestess is super-strong and fireproof, and the power over flames and explosions means there's very little they can't blast out of their way if they have to. The trade-off is that Efreet doesn't have any way to defend her priestess besides a wall of flames or dodging, meaning she and her priestess can dish it out but they can't take it. Efreet's "human name" is Rita.
Efreet's temperament is Immature. Despite her ancient nature, Efreet acts younger than her human form looks, not older. Efreet tends to seem like a bitchy, irresponsible party girl when she's in a good mood, and acts like a little brat when she's in a bad one; either way, before or after her personality improves, Efreet at her best is an immature but zany and peppy adult and at her worst acts like a tantrum-prone little girl. While both Gnome and Undine adjust themselves to better match the needs of their partner, Efreet generally expects her partner to adjust to suit her nature rather than the other way around; Undine and Gnome might step up to act more motherly around a more immature priestess, but Efreet will act the same whether her priestess is as immature as she is or not. Efreet is the easiest elemental to get space from, since she respects others' need to do their own thing without her, but once her respect has been gained, she does become more affectionate with her priestess, including showing a jealous streak a little like Undine's. On her own, Efreet will not make any effort to change herself, but her Priestess might have other ideas--of the four elementals, Efreet is particularly vulnerable to discipline and "attitude adjustment" due to her lack of defenses, which means if she's tricked into giving her consent (not a hard task, given her arrogance and impulsive nature), her Priestess can make her behave by treating her like a child so long as she acts like one. Subjected to this treatment, Efreet will still generally act like a child, but she'll gradually improve from a little brat to a good but mischievous baby girl.
Sylph
The embodiment of air, Sylph appears as an extremely cute young woman with a fairy-like figure and medium-length hair she likes to wear in pigtails. Sylph's hair looks red-blonde, but it's actually every color of the rainbow when she grows it out; if she focuses, it becomes whatever color she wants. Sylph is the smallest elemental at only 5'3", and she's by far the lightest and least muscular. Sylph's aura is golden, and her presence tends to make the surrounding area windy when she's outside, but inside it primarily makes the air seem fresher. Sylph has two small, feathery wings and tends to float when she moves, things she can hide with a little difficulty if her priestess tries to bring her attention to them. Sylph is a very bright, happy, innately curious elemental, always quite energetic, looking on the bright side, and wanting everybody to be happy and have fun. She also likes and respects her priestess immediately, and like Gnome wants to be very close and helpful with her. Sylph's main problem is that she's too flighty for her own good; while she always means well, she's a complete airhead with a short attention span, which means she needs a lot of help to stay focused on things. She's extremely naive for a being older than humanity, and so it's also very easy for people to trick her. She's also a huge crybaby, tending to take criticism badly and bursting into tears if someone raises their voice at her. Luckily, she's lighthearted enough that she bounces back quickly from these things and nothing seems to dampen her spirits permanently. As the embodiment of air, Sylph commands the wind and weather and gives her priestess the power to fly, float, or stand on thin air as well as supernatural speed. Sylph is arguably the most powerful of the elementals, since she can use her command to change the weather to whatever will hurt her enemy the most or draw the breath from their lungs, but fortunately she's too nice to abuse her powers. Sylph's "human name" is Silva.
Sylph's temperament is Babyish. She's the least mature and motherly of the elementals by a long shot, as evidenced by her flighty, crybaby personality. It's not that Sylph is selfish or unable to think of others before herself; it's simply that despite her ancient age, Sylph is inclined to think of most people as older than her, since she's incarnated as a very sweet, innocent, and childlike young woman. Sylph's personality on its own tends to make others rightly see her as someone more in need of care than someone who gives it, and since Sylph goes on what she feels rather than what she thinks, she enjoys being coddled by others because it feels nice to her. Sylph wants everybody to have fun, including herself, so she doesn't expect others to always be doing what she wants, unlike Efreet, but Sylph enjoys herself most when she's acting in a way that feels natural to her, and in Sylph's case that means being extremely immature for a girl her age; exploring her limits in this regard might lead to Sylph trying out lispy baby talk or sucking her thumb. Sylph will avoid acting too much like a baby if she feels it bothers her priestess, but even at her most mature, Sylph is a little girl at heart; at best, pure, adorable, and innocent, and at worst ditzy, klutzy, and a huge crybaby.
Rules for Playing
-Each player will be expected to make a sign-up for their Priestess, including their name, age, appearance, personality, and a little about their life. If the Priestess is a male who becomes a female, both of their forms should be described, but I will leave it to you if you wish to use a picture for reference or give a detailed description of what they look like, or both.
-Each sign-up should also include a role-play sample; in essence, when signing up, include a section where you demonstrate what a typical post from you would be like.
-For the purposes of this RP, I will be playing the elementals, but who they go with will be in your hands; A priestess's sign-up should include which Elemental their player would like them to be connected to. This is first-come, first-served, so the first APPROVED sign-up for Gnome's Priestess is the player that gets paired with Gnome, etc. DO NOT POST YOUR BIOS HERE BEFORE I LET YOU KNOW YOU'RE APPROVED.
-Multiple characters are allowed, although please ask me first if you would like to add a priestess if you already have one. Besides a priestess, I will not impose a limit on the number of non-priestess characters one can make unless I feel this is being abused.
-AB/DL content is allowed, and even encouraged as long as I feel that the content does not stop your character from being part of the narrative. This does not need to be a binary baby/mommy dynamic between priestess and elemental, either; both the priestess and her partner experimenting with AB/DL elements is more than acceptable.
-While connection to an elemental can be transferred without the Elemental's permission, consent is a very big, important matter between a priestess and her partner; while all four Elementals will be happy to be submissive to their Priestess, humans do not have the capacity to make an Elemental do something she REALLY doesn't want to do. As such, violation of consent will not happen outside of exchanging control; if the Elemental says no, she means NO and will stop whatever she's objecting to, and respects her Priestess with the same right no matter how good or bad their relationship is. This means "forced" situations won't work; Efreet can't be forced into diapers against her will by her priestess, and is similarly incapable of forcing her priestess into diapers. Elementals will abide by consent no matter how it's given, however, so if an elemental is tricked into consenting to something, they will typically honor it; Efreet might just fly away if her Priestess tries to put a diaper on her without permission, but if her Priestess tricked her into agreeing to wear them, Efreet will not try to get out of it and view her Priestess as a Mommy with the authority to set rules for her. Elementals are also not immune to hypnosis, although it won't work on them forever. If you'd like an Elemental to do something she seems unlikely to agree to just like that, try to role-play your character convincing or tricking them rather than forcing a situation. You should also keep in mind that if your character protests something their Elemental is doing, even if you the player want them to continue, the Elemental will STOP.
-It's possible through transfers for a priestess to be bound to more than one Elemental, in which case she gets the power from both of them and grows a good deal stronger. This also means that the priestess can pursue a relationship of almost any kind with each of them; NONE of the Elementals will tolerate their Priestess having more than one lover, however, and will react very badly to any attempts at it.
-Don't power-play. You are not allowed to determine the actions of characters you do not directly control or whether something you do to another character succeeds or fails. Saying that your priestess TRIES to capture another priestess with vines using Gnome's power is a proper way to play. Saying your character defeats another priestess without even allowing the other priestess to post is not. Similarly, do not meta-game; problems were not put forward for you to solve instantly, so typically if something is giving your priestess difficulty, try to roleplay them thinking of how to proceed rather than handing them a way to get around it. Remember that your character does NOT know everything you the player know.
-If you have any questions, feel free to PM me!
And just to make things easier for signing up, I'll give you an example of a non-elemental character.
Name: Azoth
Age: Unknown
Gender: Azoth is biologically genderless, identifying as male or female depending on its interests at the time. Given that the Elementals and their partners are all female, Azoth prefers to be feminine but can still appear to be a beautiful man easily.
Appearence: Azoth has a very slender body with no sexual traits; when wearing dresses and feminine clothing, it appears to be a beautiful woman with no breasts, but when dressing in a masculine fashion, it appears to be a very handsome, slender man with no genitalia. Azoth's skin and hair are both extremely pale, almost completely white, but its eyes are solid black; it wears contacts or sunglasses to disguise this. Since Azoth does not grow facial hair and has a slim frame more suited to appearing feminine, it elects to wear its hair at a medium length, either leaving it alone while appearing male or french braiding it when appearing female. Azoth doesn't appear to have much in the way of musculature, but this is deceptive; despite its slenderness, Azoth's body is incredibly strong and dense. Azoth wears a white suit when it wants to look male and a flowing black dress when it wants to look female, although it will acquire other clothing and can alter its appearance to an unknown degree for the purpose of disguise. Bizarrely, Azoth appears to have liquid mercury instead of blood.
Personality: While Azoth tends not to "fit" visually if it is examined closely, it is immensely intelligent and able to utilize its personality to try and get what it wants from others; Azoth can be childish and playful, a stoic older brother figure, a faithful friend, a loving mother, a charming gentleman or a happy-go-lucky girl if it feels behaving in such a way will get it what it wants from whoever it's interacting with. Azoth is good at faking friendliness and love to manipulate others, but it will be careful to avoid sexual attraction; being neither male or female, it's unable to mimic non-platonic love. Azoth tends to view human beings as puzzles rather than people, to be solved, used, and discarded at will. As such, it is curious about anything interesting the humans around it do, but it will does not actually care about any of them despite pretending otherwise. If a problem cannot be expediently solved with manipulative intelligence, Azoth does not have a problem with resorting to brute force.
Bio: Azoth is an extremely strange and mysterious human-like entity of unknown origin. Beautiful but neither male or female, very strong and very intelligent, and prone to adapting itself to the needs or weaknesses of the humans around it, all that can be said for sure of Azoth is that it is extremely dangerous. It has some connection with the disturbance in nature that the Elementals returned to Earth to investigate, and appears to know the Elementals have returned. Azoth is currently seeking any sign of the priestesses, but to what point and purpose is unclear.
Roleplay Sample:
Click. Click. Click.
Wearing a curly black-haired wig, dark sunglasses, and the local private school girl's uniform, Azoth sat in the corner of the cafe, solving one Rubix Cube after another with a bored expression as it surveyed the gathered customers one at a time, dismissing each in turn.
Despite its lethargic expression, Azoth was as excited as it had ever been about anything. It could feel the power of the elements saturating the air. They were in this area, quite probably all four of them. Azoth could not have imagined it would be fortunate enough to be in a position to observe all four priestesses at once in such a small area.
But it was too early to celebrate that good fortune, Azoth reminded itself. First the Priestesses had to be found. Subtly. Azoth wished to study the descendents of Atlantis privately for some time before it revealed itself to them. This would take care and planning, but the close proximity of the four subjects would expedite the process immensely.
Azoth relished the anticipation. Soon it would have four new puzzles to solve. And when it understood the ones chosen to inherit the power of the elements...see how they handled their respective elementals...
Then the fun would really begin.
Wearing a curly black-haired wig, dark sunglasses, and the local private school girl's uniform, Azoth sat in the corner of the cafe, solving one Rubix Cube after another with a bored expression as it surveyed the gathered customers one at a time, dismissing each in turn.
Despite its lethargic expression, Azoth was as excited as it had ever been about anything. It could feel the power of the elements saturating the air. They were in this area, quite probably all four of them. Azoth could not have imagined it would be fortunate enough to be in a position to observe all four priestesses at once in such a small area.
But it was too early to celebrate that good fortune, Azoth reminded itself. First the Priestesses had to be found. Subtly. Azoth wished to study the descendents of Atlantis privately for some time before it revealed itself to them. This would take care and planning, but the close proximity of the four subjects would expedite the process immensely.
Azoth relished the anticipation. Soon it would have four new puzzles to solve. And when it understood the ones chosen to inherit the power of the elements...see how they handled their respective elementals...
Then the fun would really begin.