Monday, January 13, 2020

The Official Pocket Guide To Fenestra Part 2: The Country Of Sevcon

Hello and welcome back to our pocket guide on Fenestra. We last left off with a further delve into what a Patron is, and how they behave. Today, we will be briefly talking about the northern country of Sevcon, its inhabitants, culture, and its history.

Location and Geography


Sevcon is due north of the The Architect's Tower, across the Spectral Sea. The country is technologically advanced in appearance, but is just as developed as any of the other countries. Sevcon was created at the end of the War for Fenestra, by The Speaker. The Speaker is the Patron of Music and the Arts, and using her powers created the city and her Monastery The Spire Royale. After the creation of the city, she contacted The Architect, and asked him for help creating a people for her to govern.

The Architect agreed to help, and he and The Speaker began their work. During their work on the inhabitants of Sevcon, The Speaker decided to create for herself a body that would be much more approachable. This body that was created ran off of music and sound, which gave The Architect inspiration, and created the species in its image.

The Musicals


The Musicals are the dominate species of Sevcon. A Musical is a being that appears as a robotic being. The Musicals have the ability to convert music and sound into power, and are incredibly intelligent. Using their intellect and technology, Musicals have developed energy alternatives to Charollite, called Bass Emitters, which convert sound into energy.

The Musicals that work with The Speaker are called Scientists in their country. They help The Speaker with her work on her body, since it was horribly damaged in the Siege of Sevcon, which took place during the War for Fenestra at the end of the Patronic era.

Their bodies are robotic in appearance, with each musical donning two sets of matching animal ears, headphones-shaped Bass Emitters, and a black and other color suit, with overlays like coats, skirts, and other things. Their skin is pale, almost white. Their irises resemble camera shutters, and they tend to speak in either Fenestrian or Ancient Patronic.

Geography and Weather


Sevcon's weather tends to be very mild to very cold, depending on the Providence. The Treble Providence gets more rain, The Alto Providence gets much more heat and the Bass Providence gets snow all year round.

This is due to Sevcon lying on the border of the arctic lands of Zelriar, a large landmass with unknown peoples inhabiting it. The two countries are separated by the Fyrali Mountains, which formed two centuries before the War. The Speaker decided to use this as an advantage, and put her Monastery on its highest peaks, hidden by the snow. For now, let's focus on the Providences.

The Treble Providence uses the rain it gets to supply Sevcon's farms and produce. It is home to many more farms than the other Providences, since it is against the water and gains more rain, which helps the crops. As for the other two Providences, the Alto Providence is preferred for placing Amphitheaters, the equivalent to coliseums in Rome. They tend to get a lot of visitors during the winter and summer, which is when Musicals have their Music Battles. The Bass Providence is the most northern providence, and is home to The Speaker's Monastery. Here, The Speaker's Scientists work on her robotic body. The Puppeteer horribly damaged it during the War, and its a current ambition of the Scientists to refine it and finish it.

The Quartet Free-For-All

At one point in Sevcon's history, there were four musicals who were known as The Quartet. Founded 60 years after the Fenestrian War, The Quartet was the main ruling body of Sevcon. The Quartet eventually decided to have a Free-for-all battle for their positions. The four Musicals that won are Zephyr, a Musical that was rebuilt after the war but with dangerous repercussions, Chronos, a Scientist that worked in the Spire Royale, Cascadia, a Musical with a power rivaling Zephyr's, and Synth, a Musical that was close friends with Zephyr and another Musical named Xavier in the past.

The four lead Sevcon's army in times of crisis and organize the rebuilding process of The Speaker's body and helping damaged Musicals. For example, Zephyr was a leading General in the last battle in the war. She was struck through the heart and right through her main Bass Generator. This caused her to malfunction, and caused a large shock wave that leveled the entire battlefield. Due to this, The Speaker called for negotiations of peace to start, alongside Rizania.

Thanks so much for reading this blog! Next, we will be going over the Crystal Heights and their history and influence in the war.

Friday, December 13, 2019

The Official Pocket Guide To Fenestra Part 1.5: What Are Patrons, Anyway?

Hello and welcome back to my blog for another post. Today we will be continuing our pocket guide to Fenestra. We last left off with a brief explanation of the world of Fenestra, the start of the Patronic Era and a brief synopsis on Patrons. Today, I felt like I should talk a bit more about Patrons and exactly what they are, so consider this a filler part before we talk about Sevcon.

Like I explained in the last post, a Patron is the god like being that governs one of the regions in Fenestra. There are exactly five that are seen and active at the start of the anthology series: Umbra, Rizania, The Speaker, The Dragon King and The Architect. There is not a precise amount of how many Patrons The Architect created, but everyone at least accepts that there should be at least 10 of them.

The Anatomy of Patrons


Patrons are at least humanoid. Well, most of the time they are. Some Patrons appear as animals and
mythical creatures, such as The Dragon King and The Speaker. The Dragon King, as his name suggests, appears as a large deep red and black dragon, which lives in The Molten Barrow under Viztra Mountain in The Dragon Lands. As for The Speaker, she appears as a robotic humanoid, or a gigantic speaker. 

Patrons age much differently than mortals, since their bodies were created with the essence of Charollite, an infinite resource used by each region for power. The most confusing thing on Patrons is exactly how old one can get, and the concept of death. Patrons are similar to the Kupuas of Hawaii, or the Egyptian Gods. While they are all powerful beings, and while they can live for millennia upon millennia, they can age and can die. For example, long before the start of the Eternal Era, there was a war between the Patrons known as The War for Fenestra. The Puppeteer decided to work their magic and start weaving the minds of other Patrons, creating a full scale war. The war was the signaling end of the Patronic Era, and many minor Patrons died or were sealed away in their respective tombs and monasteries. Basically what I'm saying is that Patrons can kill other Patrons, but us mortals cannot.

Secondly, Patrons have abilities related to their name. Umbra is The Lady of the Moon, and controls the moon phases, the Eclipses, and can even generate Charollite and other minerals, which is the main sight of one who wishes to explore the Crystal Heights. The Architect can build and lay out the plans for many large parts of the world. He created the Patrons and the various races of Fenestra, alongside his Tower and other aspects of the lands.

A Patron's Home Sweet Home


Patrons have physical focal points for their power known as Monasteries. A Monastery is the home of a Patron, and from where they draw their power. While they don't have to live in the Monastery, some do, as it helps them consolidate their power much more effectively. Think of the Monastery as a power outlet. The Patron is almost like a plug, drawing their power from the Monastery and expelling that power in their magical powers.

The Patron tends to have many followers who can enter their Monastery, known as Guests. Each Guest talks with the Patron so that they have a grasp on how their region is doing. If a Patron feels as if their people are in danger, they will bring it up with The Architect, who helps them figure out the problem.

The Children of Patrons


Patrons can have children, either with other Patrons or mortals. Patrons can have children regardless of race, gender and sexuality. So theoretically, two male or two female Patrons can have a child. The way a Patron and another Patron can conceive a child varies, but they either do it the conventional way, with sexual intercourse and all that, or they can combine their powers into a large sum of energy, and the one who has chosen to bear the child will put that magic somewhere it can consolidate and create a child.

The children of Patrons, whether they had a mortal parent or not, spend about 6 months developing. Commonly, the essence of the child is put inside of a special bottle that the Patron carries with them. When the bottle starts to glow, that means the child is ready to be born. In typical cases, the Patron will pour out the contents of the bottle onto the ground, which is commonly a gooey liquid resembling slime or honey, and there will be a large lump in the goo, which is the child. Sometimes, the child will be put into a large jar, carried inside the Patron's body, or can just manifest after 6 months, no bottle or jar or anything like that.

Love and Patrons


The concept of love is strange to us all. We can never tell when we love another, and we can never tell when someone loves us. As for Patrons, love is the same. They have feelings, and therefore can be loved and can love. The way Patrons display love tend to be...strange. Commonly, if one Patron loves another, they challenge the Patron to a duel. It can be as simple as a battle of wits or full on combat. The rules are simple: If the Patron who proposed wins, the loser must at least spend time with them, to see if they share the same love for each other. If the other wins, the Patron must leave and try again another time.

Sometimes, a Patron loves a mortal. If this is the case, they tend to at least date the mortal. They don't marry them or have a child with them. In some cases, that doesn't happen. Either way, Patrons have the knowledge and age to be true cupids in life.

Anyway, thank you for reading this new post! I may make another post soon that talks about the various races in Fenestra, but that will have to wait after I post the content on Sevcon. Thank you again for reading!

The Official Pocket Guide To Fenestra Part 1: The Creation of Fenestra

Hello, and welcome to the first post on my blog! As the title says, I'll be talking about my current writing project, The Tales of Fenestra Anthology Series. This will be a series of books that focus on the various stories and tales of the world of Fenestra, a world created after the end of ours. This blog post will focus on the creation of the lands of the Fenestra, each regions' separate cultures and peoples, and how each region works with each other.

First, we have the creation of Fenestra. In the year of 2097, the world started to experience large seismic events much more frequently. Earthquakes and tsunamis start to become larger and bigger, and with the heightened sea levels from global warming, humanity is in the threat of extinction. Soon, strange gemstones began to surface. Scientists began studying them, and eventually named them Charollite. People began wearing them and wore the gemstones all the time. However, the gemstones' properties made them highly toxic, which furthered their extinction. Eventually, humanity was extinct, and Mother Nature would begin to build a new.

Eventually, in what would become the start of the Patronic Era, strange beings resembling humans, known as Patrons, began to surface. From the earliest texts that still exist, we can infer that the first one was known as The Architect. The Architect began to experiment and explore the new lands Mother Nature had created after the fall of humans. Soon, he grew lonely, and using the Charollite, started to create other Patrons. The Architect was named such since he created and built each new Patron himself, by taking Charollite, ingesting it and weaving the magical essence from his hands into the ground, which caused the shape of the Patron to manifest.

For now, let me explain what a Patron is. Patrons are humanoid beings who vary in appearance and gender drastically. Some appear as what one would call an Elf, having sleek and slender bodies with pale skin, and having those iconic pointy ears. Others appear like animals, such as deer, lions, tigers, bears and some appearing as mythical creatures, like unicorns and dragons. The number varies, but the most concise number of Patrons The Architect created is possibly at least 10, and at most 100.

The Architect soon gathered the Patrons he created together and spoke to them, telling them about the world he explored, the sights he saw, and the beings he witnessed. After his short speech, he named each Patron, and taught them how to use their respective abilities. The Patrons we know of are Umbra, The Lady of the Moon, The Speaker, The One Who Creates Sound, The Dragon King, Lord of Fire, and Rizania, Lady of the Sky. There are other Patrons however, none of which have names known to us but a select few, such as The Trinity, Arenos, Patron of War, The Puppeteer, and others.

All of the Patrons then decided to divide the land among themselves, each one taking a region to govern. To the East lies the Crystal Heights, ruled by Umbra. To the West lies Rossikyra, ruled by Rizania. To the North lies Sevcon, ruled by The Speaker. To the South lies The Dragon Lands, ruled by the Dragon King. In the center of the sea that separates these landmasses is the Central Island, where The Architect's Tower sits. There, The Architect stays, working on his projects.

Thank you for reading this post! This post will eventually be updated with the official map of Fenestra, and next we will be talking about the northern country of Sevcon.