Saturday, February 5, 2022

The Power of Five: Introductions

 The number five is very prevalent throughout Brandon Mull’s canon.  There are (currently) five series included in this canon: Fablehaven, Candy Shop Wars, Beyonders, Five Kingdoms, Dragonwatch (and since he is said he is working on a third Candy Shop Wars, that will (for now) remain at five).  Three of those five series are made up of five books: Fablehaven, Five Kingdoms, Dragonwatch.  But it goes a lot deeper than that as well:

 

1: There are five prominent artifacts featured in the Fablehaven universe:

            The Chronometer, which can manipulate time in a variety of ways

            The Font of Immortality, which grants immortality to those who drink from it regularly

            The Oculus, which allows you to see anywhere and everywhere all at once

            The Sands of Sanctity, which heal those it is poured over

            The Translocator, which can take you anywhere you have already been

2: There are five Kingdoms in the Outskirts:

            Sambria

            Eloweer

            Zeropolis

            Necronum

            Creon

3: There are five crowns that represent five kinds of magical beings:

            Fairies

            Demons

            Undead

            Dragons

            Giants

4: The Ethergem was broken into five pieces:

            The Wizenstone

            The Ethershard

            The feature stone on three of the five crowns: Giant Queen, Dragon King, Demon King

5: (This one is just a theory I would like to explore in more depth) There are five main realms in which magic operates differently.


This last one is speculative, but the plan is to explore this over the next few weeks on this blog.  Here is the starting point for this:  We know of four, for sure, already:

            Earth

            Lyrian

            The Echolands (I am not saying the Outskirts here because the Echolands already existed, and the Outskirts was created from the Echolands)

            The realm of the Torivors—This one has only been referenced, not actually visited, but I believe it to be a key piece of the Mull-tiverse theory.

I’ve been thinking about his use of five, and it got me wondering about what five symbolizes in other places.  A quick Google search provided some cool insight:


            1: Five is used to represent curiosity and adventure—how perfect is this for the Mull-tiverse!

2: It symbolizes human perfection (the human body, with outstretched limbs forms a pentagon, we have five fingers on each hand, five toes on each foot, etc.)

            3: Five is a core number in numerology representing life, destiny, soul, personality and maturity

            4: The pentagram is a significant magical symbol, which represents light and health

            5: There are five traditional elements: earth, fire, water, air and spirit (which is sometimes called ether or aether)


There is a lot more than this, but we’re kind of on a “five” kick, if you haven’t figured that out already.  The five I selected were the ones I thought were most interesting and relevant in terms of the Mull-tiverse if we’re exploring the number five and how it supports themes in this theory.

The themes of five are much more overt in Fablehaven, Dragonwatch and Five Kingdoms, but with all this information, I bet there is relevance in Candy Shop Wars and Beyonders as well.  So here is the plan:

For the next five weeks (not counting this one) I’ll be looking at the significance of the use of five and what it means for the Mull-tiverse:


            Week One: The obvious fives and how they are connected across series

            Week Two: Five ways that magic is used

            Week Three: How five leads us to light

            Week Four: Five Mull-tiverse character archetypes

            Week Five: Five realms of the Mull-tiverse


This is going to be quite the adventure.  I am hoping to carry the theme of five throughout the blog posts after that, but everything needs to start with a foundation.

See you next week as we dig deeper into how the number five helps us connect the worlds within the Mull-tiverse!

2 comments:

  1. I think we know about a fifth magical realm, at least a little. Specifically, the realm where the Alderfairy came from. I have a feeling that realm, linked to the Source, is the antithesis of the realm of the Torivors, so I believe the Torivor realm is linked to the void. Which would be consistent with the "phantoms are torivors" hypothesis.

    This is venturing much further into conjecture, but in book 3 of dragonwatch there's some mention that when the Source was sealed off, the Void was collaterally sealed off. I've wondered if that could have anything to do with why earth is so hostile to torivors, even if they're not phantoms. They come here and lose their connection to the void. Probably some holes in that theory, but with some tweaking it might work.

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    1. This is Ryan, btw, though you may have figured that out

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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 betwe...