# The Bending Arts

Reference material for elemental manipulation systems, divorced from source
fiction. Intended as design input for a MUD element/magic system.

## The Four Elements

Each element embodies a core philosophical principle:

| Element | Principle | Jing (Combat Stance)        | Origin Creature |
| ------- | --------- | --------------------------- | --------------- |
| Air     | Freedom   | Negative (evasion)          | Flying bison    |
| Water   | Change    | Neutral/adaptive            | Moon spirit     |
| Earth   | Stability | Neutral (wait, then strike) | Badgermole      |
| Fire    | Power     | Positive (aggression)       | Dragon          |

## How Bending Works

Bending operates through martial art motions - hands and feet channel internal
energy (chi) outward to interact with an element. Advanced practitioners
minimize physical movement; the most powerful can bend with thought alone.

Each art derives from a real-world martial arts tradition and has a distinct
movement vocabulary. The element responds to the practitioner's intent, emotion,
and spiritual state as much as their physical form.

## The Fifth Art: Energybending

Predates the four elemental arts. Manipulates life force directly rather than
external elements. Requires spiritual integrity - an unstable spirit risks
corruption and destruction. Can grant, remove, or restore elemental abilities.

See [energybending.md](energybending.md) for details.

## Individual Art Files

- [airbending.md](airbending.md) - freedom, evasion, spiritual projection
- [waterbending.md](waterbending.md) - change, adaptation, healing and blood
- [earthbending.md](earthbending.md) - stability, patience, metal and lava
- [firebending.md](firebending.md) - power, generation, lightning and combustion
- [energybending.md](energybending.md) - life force, spirit, the oldest art

## Design Notes

Key properties that make this system interesting for a game:

- **Asymmetric balance**: each element has genuine strengths and weaknesses,
  not just cosmetic differences. Water needs water nearby. Fire can generate
  from nothing but loses power in eclipse. Earth needs ground contact. Air
  excels at defense but its philosophy discourages lethal force.

- **Sub-arts as progression**: each element has rare specialized techniques
  that serve as natural advancement paths. Metalbending, bloodbending,
  lightning, flight - these are endgame abilities earned through mastery.

- **Philosophy matters mechanically**: a firebender fueled by rage hits
  differently than one connected to life force. An airbender with worldly
  attachments literally bends worse. The internal state affects the external
  power.

- **Environmental interaction**: water needs a source, earth needs ground,
  fire draws from the sun. The environment is not backdrop - it's the
  resource system.

- **Counter-play**: each element has natural counters and synergies.
  Understanding your opponent's art matters as much as mastering your own.
