The Fourfold Divisions of Vesperbanes
Hive Bitch
January 15, 2022
Affinity
Most vesperbanes have an affinity for one of the four earthly elements.
Wrapped up in that word 'affinity' is a complex, poorly understood
phenomena, a consequence both of a soul's enervate composition and the
physiology of their umbral system, as well as subtle thing like diet or
health. There is a long-lasting nature vs nurture debate on the matter
of affinity; while most vesperbanes seem to have an innate affinity, it
has in some cases mutated with training --- but is that a true change,
or the revelation of what was always there, or incipient, like a nymph
turning imago?
Ash: When fire burns, the flame is nothing but incandescent ash
turning to smoke. Ash form techniques grant a user a sense for and
control over fuel, ash, and smoke, with their influence being strongest
for fuel & ash. This, of course, grants them a fine ability to shape
flames, stoke or quench them.
Ash forms cannot create fire from nothing; for this reason, every user
is made unique by their choice of fuel. Various oils are common choices,
while adepts may make use of gases, or coals.
One also requires a means of starting the fire: for this, the ash forms
include supplementary 'spark' and 'flashpoint' techniques to
instigate flames, the latter being a powerful, expensive burst of
thermal radiation. By similar means, ash form techniques can be used as
a source of illumination.
While ash forms grant no innate resistance to burning per se (unless
your clan name is Thimithi), their control means directing tongues of
flame and plumes of smoke away from you is a matter of skill.
Ash forms are more properly thought of as a mastery of carbon, and for
this reason advanced ash users have tricks that might surprise those who
view them as only pyromaniacs: control of wood, graphite, or even
diamond.
Sand: Sand, or glass, or stone. All of these would be equally
accurate labels --- inaccurate, rather. If the ash style concerns itself
with carbon, sand is silicon. But a pure example of this element is a
rare thing. Sand has, further, has two additional weaknesses. One is
density: to lift a heavier thing requires more power, and the heavier it
is, the more you run the risk of, rather than throwing it, being thrown,
because enervate forces exist between objects, rather than going
solely from one to another.
The second reason is inertness. Fire can burn, but what can sand or
stone do? apply force, chiefly. Which worsens the first problem (for if
force is the end, using as much mass as possible is the means). Because
of this, unlike all the other other elements, sand form users rarely
manipulate their element alone.
Every vesper has fungal symbionts, and vesperbanes with sand affine
enervate cultivate them extensively, letting their root masses grow deep
and broad into the earth before a command directs them to retract,
curling into a tight compressed mass. This is their preparation. When
the time comes for tactical use, these masses can be return to the
ground, and directed to rapidly expand to their original shape. Fungi
are well known for the pressures they can exert, and these conduct the
users enervate to apply further force to the earth.
This is the true power of sand forms: while a user can fling boulders at
a distance, or blast foes with gouts of sand and shards of glass, their
control of the battlefield, creating platforms, pits, bridges, could not
be done with kinetic force alone, and is a matter of what fungal
patterns they have prepared.
Water: Water is a subtle element, and occasionally underestimated:
it lacks the flash of ash form, or the scale of sand form. When it is
considered, it's often purely as a counter: water extinguishes flame.
This lack consideration is fine; water is the assassin's element.
For one, because water chiefly composes bodies, water form users can
easily sense the presence of enemies or animals in general. (Carbon,
being not uncommon itself, means ash form users could replicate a
lesser version of this --- if any of them bothered with sensory
specialization.)
For two, an extension of the first, force applied to the water in a body
can be easily deadly. A vesperbane, particularly a trained one, can
resist this, but no resistance is perfect.
For three, what is poison, but adulterated water?
Finally, when a water form user spends enough time studying their
ability to rust iron, they will come to a realization: it's not really
water they're controlling, though that certainly comes easiest. The
water form controls oxygen, which comprises most of water's weight.
This is why a user can extinguish flames without even using water, or
why rusting (a long term process) can be accomplished so quickly.
The uncreative will see an immediate application: one breathes oxygen,
after all. Others go on to imagine what chemical possibilities this
opens.
Niter: For much of history, an oddly appreciated element. It had
domestic applications in the form of crop fertilizer, while users
occasionally dared to produce blackpowder, often exploding themselves.
But when purified, ancients found the essence of niter was a
colorless, odorless, suffocating gas once called azote. This
broadened the imagination, and allowed for the modern niter forms. All
air, it turns out, is composed mostly of this azote, and control of it
allows users to call the winds, dampen or generate sounds, and of
course, choke the life out of enemies.
But even a gale force wind is more tactical than it is offensive, and
thus the chief technique of niter form is the compression of much air
into tiny volumes. when released, it unleashes a devastating blastwave
in the opponent's direction. another technique exploits the stability
of vortex rings to deliverate enervate or toxic fumes at a distance,
without the diffusion of winds.
Those are the four earthly elements, but one other bears mentioning.
Lightning: this was a blood secret, the hidden art of the
Gaveldika clan. Clanshatter stripped many clans of their accrued power
and status,[^seven] but few suffered as much as Gaveldika, enduring
perhaps the gravest shame: their blood secret became a matter of
common revelation.
[^seven]: See "On the Seven Forsaker Clans".]
Lightning is simultaneously the most narrowly straightforward and
versatile of the elements. It is offensive to a fault, and devastating
at that (there are few recourses to even a small amperage run through
the heart), but can disrupt most other elements, ionizing and catalyzing
reactions.
This neatly segues into a thing forgotten earlier --- or rather,
deferred: interactions between elements. no clean rock-paper-scissors
or elemental cycle exists. Water puts out fire, but so do most things.
Sand (especially augmented with fungi) easily absorbs water, while
fire can burn the fungi, crippling a sand form users' effectiveness.
Niter, other than extinguishing flame, has no particular strengths or
weaknesses interacting with the other elements. Lightning, as
mentioned, has an advantage against all of them.
Further, each affinity also has implications for the users' ability to
shape enervate, even without affinity distillation.
- Ash users are most effective with manipulating adumbration and the
emission of enervate. This means they excel at destabilizing and
dispelling other enervate techniques.
- Sand users are most effective at imbuing and enshrouding matter
with enervate, and particularly adept with amalgams.
- Water users are most effective shaping enervate itself, rendering
them the best at conjuring enervate constructs.
- Niter users have the greatest range and finesse with force
projections.
- Lightning users, perhaps as a consequence of their ability to
charge their enervate, excel at nature transformations.
Finally, demographics. As implied, affinity is influenced by genetic and
environmental factors. If your mother was a niter user, you are more
likely to be a niter user. If you live by a lake populated with water
affine enervate, you are more likely to be a water user. Some of it is
just random, though.
Basically, roll 2d6:
- 2-5: sand affinity (10/36)
- 6-7: ash affinity (11/36)
- 8-9: water affinity (9/36)
- 10-11: niter affinity (5/36)
- 12: special affinity --- probably neutral or maybe lightning. could
be a clan affinity or mutation (1/36)
Complexion
Like a body with specialized organs for each purpose, vesperbat blood
has differentiated humors, each executing a particular function.
Myxoma cells have a natural plasticity, but it's common for
vesperbanes to develop a hypertrophic excess of one particular humor.
Oleocholer, the blood of pyrexia: A dark, oily secretion, oleocholer
wouldn't be inaccurately viewed as the fuel of the blood. It is burned
to produce heat and energy, and in oleocholic banes, this often results
in a jittery, manic presentation. An excess of oleocholer allows for
pyrexia form techniques: temporarily heightening the body's metabolism
to feverish extremes, either for enhanced combat ability, or specialized
purpose (burning out a poison, or quickly synthesizing a compound).
Malphlegm, the blood of contagion: Slimey, moldy, and somewhat
jelly-like, malphlegm is the waste of the blood, innumerable unwelcome
viruses and bacteria expelled --- occasionally including diseases of the
users own design. Malphlegmic is the most obviously combat focused
complexion, and this is taken to extreme in the infamous plaguespitters:
banes with thoraces bloated with toxic build up, the billary sac ready
to be discharged upon their foes.
Hemoserum, the blood of homeostasis: Clear and inviscid, it's
unclear if this humor, once called sanguine, is the blood itself, or
some manner of immune-like specialization. The hemoserumic humor allows
for the incorporation and assimilation of others' blood, and the
adaptation of ones' own blood to be transfused into another. Some have
called it the interface humor, responsible for hormone and conjugation
communication, ichor's nego
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