Fedran is a world on the cusp of two great ages. The rapidly fading world of magic clings to the last remnants of a great society that unfortunately reached the limits of spells and mages. The new world, one of machines and devices, struggles to find its place among the old guard.
⚠ SPOILER: This site contains not only the individual stories and novels set in the world, it also has extensive cross-linking and information behind the stories. Because of this, many stories have the potential to be spoiled by looking at a character's notes or the time line. While reasonable efforts are made to identify these with a warning like this, not all can be marked.
Sources
Ultimately, Fedran is about the novels, stories, and poetry that make up the world. Everything is written from a unreliable point of view of a single character with the series being named after that person. Their plots wind and overlap with other characters, occasionally intruding into other stories or just being referenced. This means various biases and -isms are from the character’s thoughts, not to mention they don’t always have the full story of what is going on.
Introductory Sources
If you are new to Fedran, then these are good sources to start as they explain the various aspects of the world, how magic and machines work, or give broad introductions to the setting.
- Flight of the Scions (0047-00) → Kanéko • Novel (129k) • Action
- Sand and Blood (0100-00) → Rutejìmo • Novel (69k) • Action • Drama
Published Sources
If you want something professionally-edited, then these are the ones that have gone through the entire release process and have been “published”:
- Flight of the Scions (0047-00) → Kanéko • Novel (129k) • Action
- Sand and Ash (0100-01) → Rutejìmo • Novel (78k) • Drama • Romance
- Sand and Blood (0100-00) → Rutejìmo • Novel (69k) • Action • Drama
- Sand and Bone (0100-02) → Rutejìmo • Novel (82k) • Action • Tragedy
Recent Chapters
Below are the last chapters or stories that been posted to the site:
- 2050-01-29 Midnight Flight 5: Dying
- 2050-01-22 Midnight Flight 4: Speed
- 2050-01-15 Midnight Flight 3: Called
- 2050-01-08 Midnight Flight 2: Injury
- 2050-01-01 Allegro 10: Hard Questions → Kamel, the fire investigator, visits Linsan and her family with some hard questions about Dukan's death. But the questions continue further, into more intimate question that would expose hidden secrets.
- 2050-01-01 Allegro 11: Do Anything → Devastated by grief and sorrow, Linsan felt helpless. However, a simple comment gives her a path forward, one that would help assay her guilt and find Palisis.
- 2050-01-01 Allegro 12: Sneaking Out → Linsan is ready to start her hunt for Dukan's murderers and the thieves who stole Palisis from her family. The only thing left is to sneak out of her house and get on the road. Just a few steps and she'll be gone.
- 2050-01-01 Allegro 13: The Next Step → Linsan is on an adventure or is she on a mission? Either way, she is about to do something terrifying and she isn't sure she is entirely ready.
- 2050-01-01 Allegro 14: An Empty Room → At the end of her first day, Linsan was no longer excited about finding the murderers.
- 2050-01-01 Allegro 15: High at Night → At the end of her first night singing and dancing under her own skills, Linsan is excited that it was a success. She had earned her keep with music and magic.
- 2050-01-01 Allegro 16: Luck and Wagons → In the morning, Linsan gets back on the road but the slow pace of her walking quickly frustrates her. Fortunately, an opportunity presents itself.
- 2050-01-01 Allegro 17: A Glimmer of Hope → A chance stop in a village gives Linsan hope that she is still on the trail of the murderers.
- 2050-01-01 Allegro 18: Whispers in the Night → Forced to wait through the night, Linsan struggles with her fears and frustration of being unable to catch up with the murderers.
Recent News
2024-01-31 #Lore24 - Day 31 - On Cores → Inventions didn't stop with the Farimon Chamber but would eventually evolve into more portable forms of energy storage.
2024-01-30 #Lore24 - Day 30 - On Energy Reservoirs → Energy has to be stored somewhere, but they haven't quite invented the idea of a battery.
2024-01-29 #Lore24 - Day 29 - On Towler Classification → As part of my refactoring of Crystal Spheres Techniques, I created the initial roots of a second magical system that tries to create a tree-like taxonomy of magic.
2024-01-28 #Lore24 - Day 28 - On Fire and Heat → One of the most basic reactional, fire is the basis for a number of magical systems.
2024-01-27 #Lore24 - Day 27 - On Magical Systems → Creating conflicting systems of magic for fun and profit. Okay, just fun.
2024-01-26 #Lore24 - Day 26 - Revisiting Crystal Spheres → Reworking how I describe the Crystal Spheres Techniques verses the spheres themselves.
2024-01-25 #Lore24 - Day 25 - On Farimon Chambers → The Mechanical Age was officially started when Farimon discovered the idea of a chamber wrapped in iron to protect it from resonance.
2024-01-24 #Lore24 - Day 24 - On Runes → A specialized form of artifact, a rune is one of the simplest and safest form of enchanting objects.
2024-01-23 #Lore24 - Day 23 - On Artifacts → The impossible quest for many mage smiths was to create a stable magical item that wasn't affected by resonance and feedback.
2024-01-22 #Lore24 - Day 22 - On Mage Techs → A mage who mainly focuses on utility magic including quality of life, constructions, and non-aggressive pursuits.
2024-01-21 #Lore24 - Day 21 - On Mage Smiths → A mage smith is an artificer who creates magical items and artifacts.
2024-01-20 #Lore24 - Day 20 - On Mage Knights → Mage-Knights are mages primarily use their magic for combat.
2024-01-19 #Lore24 - Day 19 - On Crystal Sphere Distance → The distance between the crystal spheres determines how difficult they are to brought together in a single spell.
Magic
Nearly everyone in Fedran can perform magic to some degree, but the bulk of the population can’t go beyond little things like lighting a fire or helping flowers grow. Mages had spells but the more powerful the mage, the more their resonance reacts poorly with other magic. Their presence causes pain in others and can create a violent reaction with unattended artifacts. At the most intense levels, resonance can kill.
- Artifact → A device capable of producing a magical effect without a living behind behind it.
- Core → A portable and modular form of a Farimon Chamber.
- Elemental
- Energy Reservoir → A source of energy to create magical effects.
- Farimon Chamber → A shielded chamber that provides continual heat for a boiler.
- Feedback
- Mage
- Mage Knight → A mage who focused on offensive or defensive magic.
- Mage Smith → A mage who focused on the creation of magical items and artifacts.
- Mage Tech → A mage who focused on utility magic.
- Magical System → Various attempts to codifying the rules of magic into a general system.
- Manifestation
- Resonance
- Rune → A limited effect artifact that uses the medium it is engraved on for its source of power.
- Talent
- Telepathy
Machine
A recent invention, a fire rune wrapped in enough iron to protect it from resonance, has slowly made its way across the continent. The fire cores, as they are known, are far weaker and limited than most spells, but they can be built into other machines. With a little ingenuity, massive steam engines powered by cores are making their way into society, paving a way for the new age: the Industrial Age.
- Nothing found in this category
Countries
There are many in Fedran, each with their own cultures, societies, and norms.
- Gepaul
- Kormar
- Kyōti
- Lankerni
- Sun-Over-Sands
- Tarsan
- Turfuno
- United Hidanork Tribes → A loose federation of nomadic tribes occupying the steppes of the northern continent.
- Vo → A large island off the western coast of the continent where telepaths live.