Sunday, February 20, 2022

The Power of Five: Five Kinds of Magic

Last week I looked at Brandon Mull’s use of five, primarily in the Fablehaven Universe and The Five Kingdoms.  I made some connections between the series and how we can use them to connect the “concrete nouns” of the Mull-tiverse (characters, settings and objects).  This week I’ll focus more on what this teaches us thematically about the five uses of magic.  I hope to solidify what was introduced last week to better understand the real purpose that the Mull-tiverse theory has taken on: bringing more light into the world.  In doing so, I also hope to weave in another piece that I introduced last week: the five Wizardborne races of Lyrian from Beyonders.

I’ll start off by saying, this was a lot more challenging than I thought it would be.  Between brainstorming and drafting, I had a few false starts and started to wonder if I was going down the wrong path.  But all it took was remembering two things that I have already mentioned in previous posts: 1: this is a fan-theory and can easily be disproven, but that is not the point—the point is to learn something from it and 2: (I’ve already said this in this post) This specific theory is to explore how we can bring more light into the world.

So let’s start with light: in the Mull-tiverse, light comes from the Source.  I toyed with identifying one type as Source Magic, but it’s all in the name: Source.  It isn’t magic itself, it’s the source of magic.  There are a few instances where we see how weirdly similar the Source and the Void are, too: Cole notices the similarities between being in the slipstream and being in the terminal void; Seth reflects on the feelings of being encompassed by darkness and being encompassed by light; both can prevent, or at least slow death: the Source can grant immortality while the Void makes one undead.

The five methods of magic exist between the Source and the Void and can be influenced by one or the other.  For the rest of this post, I will be using the names given to the types of magic in the Outskirts to label the different types of magic.  The justification here is that the creators of the Outskirts did so from the Echolands, which means it is highly likely that they existed in other realms first (again, we could theorize on just that one point in a post on its own—that’s coming, too).  We won’t worry about that today because today is about what the magic does and what that teaches us.

Shaping

Raw Shaping is what magic is called in the Echolands itself, and Shaping is what magic is called in Sambria because, as Dandalus explains it, it was closest to how Shaping worked in the Echolands.  Shaping is what created the Outskirts as a tangible place where Dandalus and the other creators of the Outskirts could “live again.”  That is what Shaping does—it creates, and brings life to things where you didn’t expect to see life.  Last week, I also associated this magic with healing.  This still felt like a bit of a stretch at first.  I made the argument that it is about safety and sanctuary last week.  I still hold to that, but an even more compelling argument is that Cole, who has what they call “raw shaping” ability can rejuvenate people and items who have lost their magical ability.

Shaping almost always relies on the Source for its power, so we often associate it with “good” magic.  Originally, I was tempted to call this form of magic Source magic because of this.  It is the magic associated with fairies in Fablehaven and Dragonwatch; it the magic Mira uses in the Outskirts, and Cole has Raw Shaping power.  Dandalus, the first High Shaper is also called the “Warden of the Light.”

But then there’s Brady’s Wilderness, which was a form of Shaping that nearly killed Cole, and, of course, there was Carnag, which was the manifestation of Mira’s power when she was separated from it.  Carnag, along with the other manifestations of powers separated from their hosts in the Outskirts (which we will explore today) is evidence that Shaping can be used by tapping into the Void as well.  However, I will still say that this is likely the magic that is closest to the Source.

What does it teach us?  What theme does the magic called Shaping reveal in the Mull-tiverse?  Well, it teaches us that there are still miracles out there (yes, I am aware that this is a little on the nose since the princess with Shaping ability’s full name is Miracle), but this is truly what this kind of magic teaches us in the Mull-tiverse.  We learn that we can be healed of emotional or physical wounds.  We learn that we can “reshape” our lives through our choices and we learn that healing and giving life give us more power that harming or taking life.  Cole is healed in the slipstream; Seth is healed in the aether, Kendra is constantly helping others, and the races or Eldrin in Lyrian represent new life and fresh starts as well.

I mentioned last week that I felt like the connections of the five Wizardborn races would be different because they were a product of magic rather than users of magic.  Eldrin, one of the ancient wizards from Lyrian created two races and one of them, in particular, is a great representation of this kind of magic.  I am speaking, of course, of the Amar Kabal, or the seedfolk.  Drake, in particular, illustrates the miracle of second (and in his case many more) chances.  The seedfolk live multiple lives: when they die, their Amar (the seed on the back of their neck) is removed, planted, and the are born again from the amar.  Drake squandered so many lives, but when his Amar grew back defective, he had the ultimate change of heart with his “last chance” by joining the cause against evil.  With Drake this goes even further to show that that wasn’t even his last chance, as he thought it was.  We see him in the Five Kingdoms in the Echolands, where he once again helps the heroes with their quest.

Enchanting

This is the magic associated with Eloweer, and in the Outskirts, it’s not a whole lot different than Shaping, but it is used with completely different purposes in mind.  The difference between Shaping and Enchanting in Eloweer is that the creations in Eloweer are not tangible.  They are only illusions.  Much of the time these illusions use literal light.  However, there is definitely darkness and secrecy in it.  Confidence lounges are a big deal in Eloweer, and when you go into a Confidence lounge, you don’t want anyone knowing who you actually are.  They use the “light” of their Enchanting to hide rather than to reveal.  These secrets are ultimately used to support the power structure of Eloweer.  It is a very “dog eat dog” world, or a “knight kill knight” world to be more literal. 

Of course, there are good characters from Eloweer.  In fact, I feel like Five Kingdoms does a great job of illustrating the good that can be done with any type of magic if you lean toward the Source rather than the Void.  However, this magic is used to influence power.  It is the kind of magic I associated with demons in earlier posts.  Demons are all about contracts and agreements that help their own self-interest.  They use information to gain power for themselves and want to dominate.  Another connection between enchanting and demons is that no demons start off as demons.  It is a choice they make, which ultimately changes their entire nature, including their appearance. 

The object I connected with this magic was the Oculus—the device that allowed you to see everything at once.  The original connection was because of the craving this kind of magic gives one for knowledge.  But think of how overwhelming this is.  Kendra can’t handle it for very long when she touches the Oculus—she doesn’t know what to do with that vast amount of information.

Often times, throughout the Mull-tiverse when magic is used to assert power, it teaches us the dangers of doing so.  Very often, I would argue that those who use it rely more on the Void than the Source.  However, what is the flip side?  Information is good, right?  Knowledge is power, but it doesn’t have to be corrupt power.  This is used to teach us what we can do with that ability. 

The other thing this power can do is allow you to change yourself.  Cole and his friends use masks that change them into animals.  Even that comes with a warning and a cost—it’s hard to change back.  We see that Cole and Dalton both struggle to even want to take off their masks because of the power they feel.  Humbuggle teaches us that no demon starts as a demon; they change into demons based on the magic they commit to.  My theory suggests that this is Enchanting that leans toward the Void.  So it becomes about what you do with that power.  It’s about honor (for my Five Kingdoms fans out there, yes: I did it again.  The princess with enchanting ability is Honor—it’s almost like he did it on purpose).

The message comes mostly as a warning with this magic: be careful what you do with the power you are given.  Lean toward the Void and it will corrupt you as it literally corrupted the demons.  Lean toward the Source, and you can change yourself in remarkably powerful and honorable ways.

One last piece on Enchanting: for the Wizardborn races of Lyrian, the one I see this in the most is the giants.  This is because of the literal change they undergo from day to night: they are dwarves in the day and giants at night.  The creatures they are at night are monsters; the creatures they are during the day, not so much.  The giant (technically half-giant) that we become most familiar with is Aram, and listen to this conversation between him and his mother in “Seeds of Rebellion”:

“’When a government becomes unjust, honor is often found among the lawless.  Over the years, you have developed many talents that may now prove useful to an honorable cause.’

“Aram shook his head. ‘Where’s the honor in suicide?’

“More honor than attends a life of indifference, idling away your years quashing brawls in a tavern.” (116-117).

Honor is what helps him to make a decision on which side to join rather than remaining indifferent.

Tinkering

 When I first started thinking about this in the larger context of the Mull-tiverse, I wondered if I should come up with a different way of describing it.  But as I allowed it to bounce around in my brain, the more it still made sense in that way.

In Five Kingdoms, this is the magic associated with Zeropolis—the kingdom that is most like Earth, but with more advanced technology.  It is also the magic that I associated with dragons and with the translocator.  The reason for the connection between dragons and Zeropolis is because of their connection to elements (breath powers and crystals) and the reason for the connection between Zeropolis and the translocator was because of Zeropolis’s use of thruports to connect with Earth’s internet.  Of any of the types of magic, this is the loosest connection between the place, creature and object, but that is because this is the most diverse types of magic.

This is more of an elemental magic: Tinkering in Zeropolis uses crystals to make further advancements in Artificial Intelligence and other forms of technology.  This is more of a stretch, but the translocator can take you wherever you want to be… as long as you’ve already been there before, so it depends on the environment(s) you know.  Dragons are incredible creatures—some of, if not the most powerful magical creatures on Earth.  But they depend on their natural abilities to become that—their breath powers (which appear as unusual weather to the untrained eye), their wings, their indestructible scales.  In other words, it is the being itself that is magic—the physical characteristics.  In fact, not to be too gruesome, but they’re even valuable when they’re dead; Tanu was thrilled to have the opportunity to harvest dragon parts from a fresh dragon corpse.  This also reminds us that creation of potions and other consumables is part of this magic.

So, what is this supposed to teach us thematically?  Well, let’s take a look at what else happens as a result of using this type of magic.  This, more than anything, teaches us about balance.  Dragons are supposed to be solitary creatures, but what happens when they join forces?  Chaos.  When artificial intelligence gets too out of control?  Chaos.  But when everything is balanced, it’s all hunky dory.  Unfortunately, it is very rarely in balance.  We are in a constant state of change.  Noticing a theme here?  Yep, all the forms of magic deal with change.  Change through healing, change through decisions, change due to imbalances in our environment.  This magic teaches us that the only thing constant in life is change and that as these changes happen, the best thing to do is to remain constant.  If you know the Five kingdoms, you should’ve seen this one coming.  Princess Constance’s magic is strongest in Zeropolis.

It is leanings towards the Void or the Source that create this imbalance, even with this magic, and it takes a tremendous amount of control to achieve it.  There are plenty of direct themes to nature through this magic as well.  Yes, the fairies are often associated with nature, but, really, in the Fablehaven universe, it pretty much all is: there are protections that prevent mortals from seeing magical creatures for what they truly are; boundaries set up to protect nature and the creatures in it; all are battling to either keep or sway the balance.  In Zeropolis its control of information and technological advancement that keep the kingdom running smoothly, and when one AI (Roxie) tips those controls in her favor, everything goes haywire.

This was also the more difficult component to make a connection to with the Wizardborn races of Lyrian.  I went back and forth between the Drinlings because they can eat raw material, but not manufactured, and the Treefolk, which we know very little of—just that they are super intelligent gibbons or humans covered in shrubbery (made from elements).  Ultimately, since the concept with Wizardborn races is that they are a product of the magic, I went with the Treefolk since they are made from the elements.  Unfortunately, since we know so little of them, that’s about all there is to go on.

Weaving

Call me crazy, but this next one, although it is the creepiest, is also my favorite.  It is my favorite because of what it represents, though.  Just as Shaping is the closest to the Source, Weaving is closest to the Void.  At least, that is much more often how it is portrayed.  Some common exercises in Weaving are summoning and binding.  In Necronum, Weavers summon Echoes.  In Fablehaven and Dragonwatch, the undead are summoned to do the bidding of Shadow Charmers.  This magic is used to bind people with magical oaths, which basically take away their will.  There are very few examples of this type of magic being used for good—it is magic that prevents progress.

This was associated with the undead because it prevents progress to another realm after death, thus creating the undead.  They are left with nothing but longings and cravings.  It was associated with the font of immortality because even those who use this magic actively are trying to cheat death, but in doing so, they are restricting themselves in some way or another.

Either a feature or a side effect of this type of magic is that it sucks life out of its subjects or victims.  It is the antithesis of Shaping, which gives life.  We see this in several instances: The Underking is just a pile of bones with a crown; the inhabitants of Blackwell suck the life out of everything when they are freed, even the rats in their permitted areas.  The evil Echoes do everything they can to prevent Cole from returning to his body.

What is the lesson here?  Well, there’s a few different ways you could put it: it illustrates the contrast of being acted upon or acting.  A more common contrast used in literature (and you really should see this one coming at this point) is a contrast between fate and destiny (If you still need the reminders at this point, Destiny is the name of the princess whose powers are strongest in Necronum).  Fate is something out of your control—someone or something else is entirely responsible for the outcome of your life, and it doesn’t matter what you do—you can’t escape it.  Destiny, on the other hand, is more of a promise than a curse, and it is something we can take more control of.  Still wild, still something outside of ourselves, but a support more than an obstacle.  Just think of Thunder—the horse that is the embodiment of Destiny’s power.  It goes where it wants, but allows riders, and it guides people to the places that are going to help them the most.

Princess Destiny is able to see the future; but she is still able to act how she wishes—it is more out of trust of her ability that leads to those decisions (acting) rather than compulsion in seeing the future (being acted upon).  We see this in Kendra, too, when she is at the gateway to the Void.  She doesn’t know that’s where she is at the time, but in the presence of the Underking she sees the future (or at least a version of it) in which she possesses both the crown of light and the crown of darkness.  She sees the power she would have, but she chooses not to take that advantage.  It is strange that in the presence of the Void, she is able to see the future, but it fits with the Weaving method of magic.  Additionally, when Seth is stabbed by the Unforgiving Blade, he can sense his future and his path to becoming undead.  For a while, he accepts that as his fate, but then he learns that he still has a choice in the matter and takes action.

With this in mind, I find it interesting that in Lyrian, which is just a dark place to begin with, the Wizardborn race that I feel was created as a product of this magic are the drinlings.  Drinlings have a lifespan of about two years—the shortest lifespan of any of the Wizardborn races.  It would be so easy for them to just moan their time away, longing for a longer life.  But their lives are so full!  They are constantly learning, they are built to endure some hefty beatings, and they are so willing to act on the right cause because they don’t see their two-year lifespan as their fate, but as their destiny.  They don’t see a two-year lifespan as an obstacle preventing from living a fuller life, but rather an opportunity to make the most out of it.

Even though its affiliation with the Void is much more common, remember that none of these forms of magic are the Void or the Source themselves.  At its darkest (which is usually what we see), Weaving prevents progress.  But at its lightest, it can act more as a guide that still offers us a choice.  Choice is a huge theme throughout all of Brandon Mull’s writing—the heroes are those who chose to act.  Weaving represents the temptation to just take things as they come, or the feeling of being unable to act, or that we are not in control of our own lives.  It’s dark and scary to feel acted upon.  But not impossible to escape.

Wayminding

Last, but certainly not least, we have Wayminding, the magic of Creon.  This magic has the ability to extend life as well, but it has some incredibly unique features.  It’s no wonder this is a magic set apart from the rest.  In Creon, this magic is used to block memories outside its borders, open portals to other places within the Outskirts, and to other worlds, and travel through time itself!  The giants (and Humbuggle) use it to perform similar feats at a smaller scale.

On the darker side of this magic it is used to accomplish the same goal as Weaving, but with a different strategy: time manipulation rather than barriers to other realms.  Others have attempted to use it in order to be in more than one place at a time, or to exist in all of time at once.  The Perennials Serpent, which is the embodiment of Princess Elegance’s Wayminding ability, is a creature that ends up existing long before Elegance herself was born.

At its best, it is used to get people where they need to be, when they need to be there.  Again, similar to fate vs. destiny, but in a more tangible way in actual space and time. 

The displacers of Lyrain are the closest connection to this kind of magic: their bodies are able to separate due to cross-dimensional connection.  Ferrin’s hand even makes it to Earth and still survives, so they are able to separate quite a bit and be in multiple places at once.  Maldor uses the displacers as his spies, and they are great at it—it’s what they were made to be.  Yet they can still act on their own, and make their own decisions.  Otherwise Ferrin wouldn’t have defected. 

Ferrin is also a fantastic example of what this type of magic is intended to represent.  For most of the Beyonders series, Ferrin doesn’t know what he is going to end up doing.  He keeps his options open.  He is devoted to Jason as a friend, but is also willing to abandon the cause against Maldor at any moment.  He is, therefore, residing in two places at once.  He sees multiple outcomes simultaneously, rather than just one single option.  He is even skeptical of the prophecy because he is able to see so many different outcomes.  So many people try to live this way, and it tears them apart.  But Ferrin, who can literally be torn apart and still survive, manages to hold himself together.  He walks the line between two realities within the same world.  It is very… elegant… to be able to do so.  But ultimately, he has to choose.  As we all must do at some time or another.

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The Power of Five: Five Kinds of Magic

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