The Elementals
The year is 2021. Fifty years ago, the first child with an elemental power was discovered near the African West Coast after being caught in a storm on their boat. They were the only one to survive, and somehow, their encounter led to the development of water powers— scientists called it the world's most mysterious phenomenon. Except now, the child is not alone. Approximately 1/3rd of the world's population has developed elemental powers and are Elementals. Most children born as Elementals are in third-world countries because of population growth. Many go rogue and create natural disasters that devastate populations and the environment. As global warming continues to increase though, rogue Elementals may be the least concerning problem, because tropical storms, earthquakes, sinkholes, and volcanic eruptions have all been increasing exponentially as Elementals continue to increase: and that's where you come in.
The United States has created a new branch of military, the Elemental Forces, and has been sending troops all over the world in an attempt to combat the increasing natural disasters from both climate change and rogue Elementals. The selection process of recruits is tight, and unlike some other branches of the military, they will not accept most applicants— if you want in, you have to earn it through tests of physical, mental, and elemental power and strength. For whatever reason, your character has enrolled in the Elemental Forces training camp, and with six months of training ahead of them, it's going to be the trial of their life.
Be warned: this is not a journey for the weak of mind or faint of heart. And even with six months of training ahead of them, the call to duty may come sooner than expected.
(Note: In celebration of PRIDE month, all characters must be queer. More will be explained below!)
Elements and their Paths:
Spoiler! :
Elemental powers are extremely limited across all categories and variations. Because of this, most Elemental Forces teams are divided with at least one or two members of each element. Working together is crucial for most things to be accomplished. A Temperature Elemental, Water Elemental, Air Elemental, and Electricity Elemental are all needed to create even the smallest storm, and there would need to be multiple of each to create something large. Keep this in mind as you are determining not only the element of your character, but the skills they have chosen to specialize in as well. Depending on the element, only one to two skills is usually recommended. Keep time for training in mind while you're selecting this!
All children who develop Elemental powers have access to all their elements have to offer, but they cannot control them. Depending on the element and path, it can take years to master a certain path, and most hone their skills for a certain path they have in mind as they grow older. Professional training is always recommended, and if someone trains outside of professional training, then it will likely take longer than the years listed below. As young children, Elementals can have problems with accidental usages of their powers, but in most cases, they are not strong displays of power, only small and usually harmless.
—Earth: Earth Elementals can shift the sand, soil, rocks, and metal. Most Earth Elementals only stick to mastering one of those categories however because of how vastly the training for each differs.
—Air: Air Elementals can control existing winds, create new winds, learn to ride on air wave currents, or control sound waves. Most Air Elementals learn to control existing winds before adding onto this with an additional skill, and often stack skills on top of each other.
—Fire: Fire Elementals can control existing flames, create new flames from the Sun's heat, or control magma/lava. Fire Elementals all learn to control existing flames. Few Fire Elementals have the skills to even begin to pursue a path of creating new flames, and practically nobody chooses the path of magma and lava because of how useless it is— in most situations.
—Water: Water Elementals can control existing bodies of water, draw water from the atmosphere, start rain from pre-existing clouds, and identify any objects within water based on the water surrounding them. Water Elementals can start on any of the four paths, and generally only master two at most.
—Electricity: Electrical Elementals can control and amplify pre-existing currents. Electical Elementals are the rarest Elementals and as such, nobody has had much of a chance to explore the different paths and uses of the element. Only five hundred have been documented in the fifty years since the surgence of Elemental powers, and most were believed to be rumors. Any Electrical Elementals would not be able to apply to the Elemental Forces without being in hiding because of how rare and valuable they might be seen as.
—Temperature: Temperature Elementals have the ability to vary the temperatures of an environment or object. Temperature Elementation is a very precise art and is the second rarest Elemental to Electrical Elementals. They are not rare enough to not have been spotted, but most Temperature Elementals do not make it public or known, and they rarely apply for the Elemental Forces.
—Light/Dark: Light Elementals can control the amount of light an environment receives, can create light, and can manipulate light physically. Light Elementals usually master all three skills eventually, but the order is up to the individual. People who aren't Light Elementals often don't understand the differences between the different paths, and as such, they are just referred to as Light Elementals.
All children who develop Elemental powers have access to all their elements have to offer, but they cannot control them. Depending on the element and path, it can take years to master a certain path, and most hone their skills for a certain path they have in mind as they grow older. Professional training is always recommended, and if someone trains outside of professional training, then it will likely take longer than the years listed below. As young children, Elementals can have problems with accidental usages of their powers, but in most cases, they are not strong displays of power, only small and usually harmless.
—Earth: Earth Elementals can shift the sand, soil, rocks, and metal. Most Earth Elementals only stick to mastering one of those categories however because of how vastly the training for each differs.
- Sand: Earth Elementals who focus on sand can manipulate it through space to a certain degree, as well as create and manipulate glass. This can be used as a weapon or as a mastery of a job. Many who dedicate themselves to sand become glassblowers and go on to create beautiful creations. Moving sand takes one to two years of constant study to master, and the creation and manipulation of glass is an additional year, with complete mastery taking more time. It is the second-easiest path for Earth Elementals to follow.
- Soil: Earth Elementals who focus on soil can manipulate dirt and mud through space to a certain degree. Most who follow this path have a strong affiliation towards plants and can use this power to help find nutrient-rich areas as well as use the soil to identify the types of plants and whether or not they are edible. Moving soil takes one to two years of study to master, and the plant connection is built through research of plants, roots, poisonous varieties, and general knowledge built up by the person. Depending on how dedicated they are, this can be mastered before or at the same time as the manipulation of soil. Soil is the easiest path for Earth Elementals to follow, and the most common.
- Rock: Earth Elementals who focus on rock can manipulate rocks and minerals through space to a certain degree, as well as create and manipulate crystals and specific forms of rocks. This can be used as a weapon or a business, and many who dedicate themselves to rocks sell jewels, gems, and crystals for a living. Moving rock takes one to two years of study to master, and the creation and manipulation of crystals and gems takes an additional two to three years of study and practice due to the complex manner of the process. Instead of creating crystals, many who follow the rock path choose to use their power to find pre-existing crystals and mine them from the Earth. Rock is the second-longest path for Earth Elementals to follow, and is the second-hardest to master completely.
- Metal: Earth Elementals who focus on metal can manipulate metal through space to a certain degree, as well as shape metal. Most Earth Elementals who go into this field have an interest in the creation of weapons, metal designs such as jewelry, or engineering. Moving metal takes one to two years to master, and the shaping and manipulating of metal takes an additional three to four years. The precision of moving melted metal makes it not only a rare and difficult skill to master, but most Metal Earth Elementals need some sort of Fire Elemental to run their business with. Metal is the longest and hardest for Earth Elements to follow and master completely.
—Air: Air Elementals can control existing winds, create new winds, learn to ride on air wave currents, or control sound waves. Most Air Elementals learn to control existing winds before adding onto this with an additional skill, and often stack skills on top of each other.
- Existing Winds: Nicknamed Existence Elementals, the Air Elementals who choose to focus on existing winds can change the paths of current air currents and redirect them. Existing winds are the easiest of the air paths to control, and most Air Elementals can begin to master this on their own outside of study or supervision. Under professional training, existing wind control takes between one to two years, but most Air Elementals master these skills while growing up. This is the easiest path for Air Elementals to take, and most take this path before building upon it with other skills.
- New Winds: Nicknamed New Elementals, the Air Elementals who chooes to focus on creating new winds can create new air currents and use these to boost or decrease current air currents. Most Air Elementals who choose this path go into travel careers, such as becoming pilots or sailors because this builds upon their Existing Winds skills and allows for quick and fast travel. New Winds often take professional training and can last between one to two years. This is the second easiest path for Air Elementals to take, and the most common addition to skills in Existing Winds.
- Riding Air Waves: Nicknamed Travel Elementals, the Air Elementals who choose to focus on riding air waves learn to control preexisting winds in a way that can evenly carry a person or object. This can be extremely difficult to master without learning New Winds first, and as such, it is usually something that Air Elementals don't begin to consider until their late twenties or thirties. This is used most often in transportation fields, and many Air Elementals find it a cheaper way to travel than the traditional methods. It's highly discouraged in public places however, and many other people secretly look on it with disdain. However, in tactical missions, it can be extremely useful. Training takes between two to three years, with experience continuing to build it as a skill. It is entirely dependent on the amount of time spent practicing it, much like learning to ride a bike or skateboard. This is the second hardest path for Air Elementals to take, and is usually only considered if the Air Elemental has already mastered both Existing and New winds.
- Sound Waves: Sound Elementals are extremely rare because of how difficult it is to master. This is not a skill that will grow with practice; it takes a certain amount of talent already possessed. Sound Waves can be used to interfere with radio transmissions, to block out the sound of voices on an undercover mission, or, potentially, as a weapon. Air Elementals only pursue Sound Waves if they are hoping to go into the Elemental Forces. Sound Elementals rarely learn to control New Winds or Riding Air Waves, which means they use already existing winds to manipulate noise around them. Sound Waves can take anywhere from six months to five years to master, depending entirely on a person's connection to sound and sound waves. A basic understanding of the science behind sound waves helps tremendously when pursuing this path. It is by far the hardest of the Air Elemental paths.
—Fire: Fire Elementals can control existing flames, create new flames from the Sun's heat, or control magma/lava. Fire Elementals all learn to control existing flames. Few Fire Elementals have the skills to even begin to pursue a path of creating new flames, and practically nobody chooses the path of magma and lava because of how useless it is— in most situations.
- Existing flames: Existence Elementals of the Fire variety can control existing flames by moving the directions of the flames, stopping the flames, or moving the flames through air. This is the easiest path for a Fire Elemental to learn, and the only path most are able to achieve. It is VERY rare for a Fire Elemental to be powerful enough to pursue another path besides this one. Most Fire Elementals are not powerful enough for big moves— they can move a candle's light or a campfire, but they could not stop a forest fire on their own. However, in big groups of Fire Elementals, they can help slow or prevent forest fires, which is firefighter is a very common career path for Existence Elementals. On the flip side of this, many Existence Elementals struggle with issues of pyromania. Controlling Existing Flames can take two to three years of professional training. Any home training usually ends in disaster because fire is unpredictable and when a Fire Elemental panics, the fire will draw on emotions.
- Create New Flames: Creation Elementals are rare, and are able to use the heat of the sun to create or expand currently existing fires. Most Creation Elementals have to work with a Temperature Elemental to use the heat of the sun which is partially why they are so rare. Fire is also one of the hardest elements to master because of how unpredictable it can be, and as such, extra paths are rarely pursued. Creating New Flames can take three to four years to completely master. A few months into training, Creation Elementals in training can usually produce small flickers of flame with the help of a Temperature Elemental. If a Creation Elemental has been training for several decades, it could become possible for them to translate the heat of the sun on their own. It is the hardest path to pursue.
- Controlling Magma/lava: Magma Elementals are extremely rare. In order to be a Magma Elemental, three to four years of professional training in the area of readily available lava and magma is needed. This is way too dangerous for most people, and the practice of pursuing the Magma Elemental path is banned in most first world countries, including the United States. This is tied with Creation Elementals for being the hardest path to pursue.
—Water: Water Elementals can control existing bodies of water, draw water from the atmosphere, start rain from pre-existing clouds, and identify any objects within water based on the water surrounding them. Water Elementals can start on any of the four paths, and generally only master two at most.
- Existing bodies: Existence Elementals of the water variety can manipulate bodies of water through space. They cannot add to or subtract the amount of water. Hypothetically, if any liquid has water in it, then an Existence Elemental could control it, but it would take a lot more concentration and power than the average Existence Elemental. This path takes one or two years of professional training to master, but many Water Elementals begin the process on their own while growing up. It is the easiest path for a Water Elemental to take.
- Draw water from the atmosphere: Withdrawing Elementals can pull whatever water is in the atmosphere to them. In order to use this skill, they MUST have already mastered the Existence path, otherwise, they cannot control the water they draw to them. No Water Elemental can create water, and if the air around them is dry, then Withdrawing Elementals can do nothing. Usually on missions, Withdrawing Elementals are paired with Air Elementals, who can either create winds with water droplets or bring winds with water droplets towards them. In real life, Withdrawing Elementals are highly sought after on the black market in third world countries as access to safe water. Many Water Elementals are kidnapped as children and put in human trafficking for their abilities, and because of this, Water Elementals are slightly more rare than other Elementals. Withdrawing Elementals usually take two to three years to master.
- Rain: Rain Elementals can start rain, but only if clouds are already existing in the area. Again, they are often near Air Elementals, and many Air and Water Elementals are best friends as a result of the cohesiveness of their powers. Pulling the water to them is much like pulling water out of the atmosphere, but is usually easier. Rain Elementals only take six months to a year of training, and with practice, they can reduce the time even more. It is the easiest path to follow, along with controlling existing bodies of water.
- Identify objects within water: This path is rarely chosen, and usually only used by fishermen or people interested in Navy or water-based jobs. Within a certain distance, an Identifying Elemental can feel the shape of the water and based on this, determine what objects lie in the water. This is mostly used for things like fish, or finding lost objects. This path can be hard to find a good teacher for, and can take one to two years of constant practice. It helps extremely if the person knows what they're looking for in the water. It is the hardest of the Water paths to master.
—Electricity: Electrical Elementals can control and amplify pre-existing currents. Electical Elementals are the rarest Elementals and as such, nobody has had much of a chance to explore the different paths and uses of the element. Only five hundred have been documented in the fifty years since the surgence of Elemental powers, and most were believed to be rumors. Any Electrical Elementals would not be able to apply to the Elemental Forces without being in hiding because of how rare and valuable they might be seen as.
- Control and Amplification: Simply referred to as Electrical Elementals because there are no other paths, these individuals can control an electrical current and occasionally amplify them. They can also redirect or stop them. This includes electrical devices and lightning. Electrical Elementals, due to rarity, must train themselves, and as such, it can take as long as four to five years to truly get a handle on their powers.
—Temperature: Temperature Elementals have the ability to vary the temperatures of an environment or object. Temperature Elementation is a very precise art and is the second rarest Elemental to Electrical Elementals. They are not rare enough to not have been spotted, but most Temperature Elementals do not make it public or known, and they rarely apply for the Elemental Forces.
- Variation: Temperature Elementals can cool or heat an environment or an object. This is most often used for the comfort of the user, to keep groceries cold while in the car, or small uses such as cooking food quickly. It is not often used as any sort of practical skill or as a weapon, though it could be used this way. This path usually takes up to a year to perfect, but it's more about experimentation than skill when it comes to Temperature Elementals.
—Light/Dark: Light Elementals can control the amount of light an environment receives, can create light, and can manipulate light physically. Light Elementals usually master all three skills eventually, but the order is up to the individual. People who aren't Light Elementals often don't understand the differences between the different paths, and as such, they are just referred to as Light Elementals.
- Amount of light: Light Elementals who follow this path can make an environment lighter or darker. All three paths are used heavily with each other, and each is needed for the other two, so on its own, this path won't do much. This path takes between six months to one year of training. All Light paths are equal in difficulty, and they are usually all mastered at the same time.
- Creation of light: Light Elementals who follow this path can create rays of light in a certain environment or in a certain place, even if there is no pre-existing light. This path generally takes between six months to one year of training, and is often mastered at the same time as the other two skills.
- Manipulation of light: Light Elementals who follow this path can manipulate rays of light to shine in a certain direction and not shine in others. Especially skilled Light Elementals can use this in such a way that they become nearly invisible. While training usually takes between six months to one year of training done at the same time as the other two, mastering becoming nearly invisible takes years of extra practice and precision training.
Rules and Structure:
Spoiler! :
Rules:
—Please follow all the usual storybook rules!
—Certain language is allowed. Attempt to keep it pg-13 if you can, and if you really feel your character needs to drop the f-bomb, run it by me first and we can discuss whether or not that is really what will deliver the most punch for your character. (HINT: I am most reachable through discord!)
—Good grammar and no backwards writing, please. Always run your posts through Grammarly! A post is much more enjoyable to read if the grammar is correct. : )
—Remember to like posts if you've read them! It lets the author know you've read it and appreciate it, and as an extension, them.
—Collaboration is preferred and encouraged; use the group discord or the DT if you are interested!
—Romance: Obviously every main character within this storybook will be LGBTQIA+: that said, romance will be allowed, but don't let it control the story, and no sex scenes! Kissing and hands in hair is okay— but if you need to describe genitalia, you've gone too far.
—No God-modding. If you're using someone else's character, run it by them first— including lines-- to get opinions. Again, collaboration is preferred. Do not make any decisions regarding a character's past without consulting the creator, and do not include anything that could seriously affect the character's future unless you talk with them (example: a long term injury, starting a relationship, etc.) And absolutely NO killing other people's characters!
—All NON-STORYBOOK posts go in the discord group chat or the DT.
—No posting without permission. Just run it by me first, please. There will likely be a posting order after the first round of introduction posts, so stick to it.
—Each post should be a minimum of 800 words. Don't look at this as the finish line. Look at it as the end of the first lap. You are more than welcome to write past that, and are encouraged to do so. This may mean it takes you multiple days ot even a few weeks to get a post out-- and that is absolutely fine.
—Each author should only have 1 or 2 characters, excluding NPCs. If you decide to kill off your character, then you are allowed to create another one to introduce them to the story, but you will need to talk with the entire group of authors first so we can figure out how best to insert and include this new character into the group.
—Gore and violence is allowed in moderate amounts. If it could be classified as horror, don't include it. I get squeamish easily, but if I can't bear to read the whole thing easily, it's too much.
—I already mentioned this, but in honor of PRIDE month, ALL characters must be queer! This can mean they are gay, bisexual, pansexual, omnisexual, polysexual, asexual, or any variation romantic-wise, as well as trans or nonbinary! (This includes everything that falls under the nonbinary and trans labels!) Characters who are bi/pan and cisgender can be in relationships with the opposite gender, but it needs to be obvious to the readers that they are in fact bi or pan and not just a straight cisgender person. Your character does not need to be gay and trans, though if you are interested in that path for them, you are more than welcome to!
Structure-wise:
This is a personal preference of mine, but since I will be running the storybook, it's going to extend to everyone. This storybook will be a slower, more thought-out storybook. Focus on quality of posts rather than how quick you can put them out. Authors should collaborate heavily with each other— if you want to include another character in a post, try to find a time where both of you can write on a WFP together or a Google Docs!
There will likely be a posting order created, and once it's created, even if it takes someone a few weeks to get a post out, we're going to wait for them unless they choose to be skipped for a while. Please don't pressure others to write! Gentle reminders are okay, but nothing mean or impatient!
Again, I won't force anyone to collaborate, but I strongly encourage it! This means not just for the posting process but the character development process as well! Figure out your character's arc in relation to another person's! Work together! Storybooking is fun because you get to work with other writers on a story you're all interested in!
—Please follow all the usual storybook rules!
—Certain language is allowed. Attempt to keep it pg-13 if you can, and if you really feel your character needs to drop the f-bomb, run it by me first and we can discuss whether or not that is really what will deliver the most punch for your character. (HINT: I am most reachable through discord!)
—Good grammar and no backwards writing, please. Always run your posts through Grammarly! A post is much more enjoyable to read if the grammar is correct. : )
—Remember to like posts if you've read them! It lets the author know you've read it and appreciate it, and as an extension, them.
—Collaboration is preferred and encouraged; use the group discord or the DT if you are interested!
—Romance: Obviously every main character within this storybook will be LGBTQIA+: that said, romance will be allowed, but don't let it control the story, and no sex scenes! Kissing and hands in hair is okay— but if you need to describe genitalia, you've gone too far.
—No God-modding. If you're using someone else's character, run it by them first— including lines-- to get opinions. Again, collaboration is preferred. Do not make any decisions regarding a character's past without consulting the creator, and do not include anything that could seriously affect the character's future unless you talk with them (example: a long term injury, starting a relationship, etc.) And absolutely NO killing other people's characters!
—All NON-STORYBOOK posts go in the discord group chat or the DT.
—No posting without permission. Just run it by me first, please. There will likely be a posting order after the first round of introduction posts, so stick to it.
—Each post should be a minimum of 800 words. Don't look at this as the finish line. Look at it as the end of the first lap. You are more than welcome to write past that, and are encouraged to do so. This may mean it takes you multiple days ot even a few weeks to get a post out-- and that is absolutely fine.
—Each author should only have 1 or 2 characters, excluding NPCs. If you decide to kill off your character, then you are allowed to create another one to introduce them to the story, but you will need to talk with the entire group of authors first so we can figure out how best to insert and include this new character into the group.
—Gore and violence is allowed in moderate amounts. If it could be classified as horror, don't include it. I get squeamish easily, but if I can't bear to read the whole thing easily, it's too much.
—I already mentioned this, but in honor of PRIDE month, ALL characters must be queer! This can mean they are gay, bisexual, pansexual, omnisexual, polysexual, asexual, or any variation romantic-wise, as well as trans or nonbinary! (This includes everything that falls under the nonbinary and trans labels!) Characters who are bi/pan and cisgender can be in relationships with the opposite gender, but it needs to be obvious to the readers that they are in fact bi or pan and not just a straight cisgender person. Your character does not need to be gay and trans, though if you are interested in that path for them, you are more than welcome to!
Structure-wise:
This is a personal preference of mine, but since I will be running the storybook, it's going to extend to everyone. This storybook will be a slower, more thought-out storybook. Focus on quality of posts rather than how quick you can put them out. Authors should collaborate heavily with each other— if you want to include another character in a post, try to find a time where both of you can write on a WFP together or a Google Docs!
There will likely be a posting order created, and once it's created, even if it takes someone a few weeks to get a post out, we're going to wait for them unless they choose to be skipped for a while. Please don't pressure others to write! Gentle reminders are okay, but nothing mean or impatient!
Again, I won't force anyone to collaborate, but I strongly encourage it! This means not just for the posting process but the character development process as well! Figure out your character's arc in relation to another person's! Work together! Storybooking is fun because you get to work with other writers on a story you're all interested in!
Character Sheet:
- Code: Select all
[b]Name:[/b]
[b]Age:[/b] Earliest age to apply to Elemental Forces is 18, oldest is 40.
[b]Sexuality/up for love:[/b] Remember: Your character must be queer! This means through their sexuality or their gender!
[b]Element:[/b] Keep rarity in mind.
[b][i] - Specialization(s):[/i][/b] Keep rarity and length of time for training in mind.
[b]Gender:[/b] Remember: Your character must be queer! This means through their sexuality or their gender!
[b]Appearance:[/b]
[b]Personality:[/b]
[b][i] - Strengths:[/i][/b]
[b][i] - Weaknesses:[/i][/b]
[b]History:[/b] What country are they originally from? What was their childhood like? How easily could they master their element and path?
[b]Why are they hoping to join the Elemental Forces?:[/b]
[b]Other:[/b] Is there anything else we should know about your character?
Current Cast:
1. Earth Elemental-- Winter (me)
2. Electrical Elemental-- HarryHardy
3. Fire Elemental-- Yoshikrab
4. Air Elemental-- Spearmint
5. Water Elemental-- PixieStix
6. Temperature Elemental-- PixieStix
7. Light Elemental-- Vincian
(More spots can be added if all are filled, and if you'd prefer an element that has already been claimed, you can talk with me and we'll see if it works! I'd prefer a diverse cast, but for common elements like Earth, Air, and Water, we can likely have more than one!)
Gender:
Points: 6525
Reviews: 33