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Some Fraerling settlements make a living through farming and being in touch with nature. All Fraerling settlements are hidden by necessity, protected by magical defenses and traps to deter intruders and predators. Their military exists in the form of the [[Tallguard]], who do not bear allegiance to any of the Fraerling Villages, but swear to defend them against monsters and intruders, while also taking care of the odd criminal. The leader of a Tallguard outpost is called a Skywatcher.<ref name=":1" /> Smaller villages which lack the technology and magic of cities and don't have the direct protection of Tallguards rely on village guardians which are level 50 members of their community. These protectors aren't allowed to fight each other to avoid potential risks to the villages, and there is only one protector per village to help prevent that.<ref>{{VERef|10.38 E}}</ref> | Some Fraerling settlements make a living through farming and being in touch with nature. All Fraerling settlements are hidden by necessity, protected by magical defenses and traps to deter intruders and predators. Their military exists in the form of the [[Tallguard]], who do not bear allegiance to any of the Fraerling Villages, but swear to defend them against monsters and intruders, while also taking care of the odd criminal. The leader of a Tallguard outpost is called a Skywatcher.<ref name=":1" /> Smaller villages which lack the technology and magic of cities and don't have the direct protection of Tallguards rely on village guardians which are level 50 members of their community. These protectors aren't allowed to fight each other to avoid potential risks to the villages, and there is only one protector per village to help prevent that.<ref>{{VERef|10.38 E}}</ref> | ||
Fraerlings cities are more technologically and magically advanced than the rest of the world, possessing similar Earth innovations such as elevators, skyscrapers, and artificial lighting. The average citizen can use enchantments considered advanced by | Fraerlings cities are more technologically and magically advanced than the rest of the world, possessing similar Earth innovations such as elevators, skyscrapers, and artificial lighting. The average citizen can use enchantments considered advanced by Innwrorld standards in their everyday lives. However, Fraerling settlements have to be heedful about their magical output, which can attract predators. As such, settlements have rules of allotment that limits the amount of magical power they spend. Each citizen receives a set measure of magic, or a 'vurel,' which they can spend on projects they want, such as a fountain that magically purifies water or a citywide [Speed] spell that people can use for a minute each day.<ref name=":0" /> | ||
== History == | == History == | ||
Thousands of years ago, the | Thousands of years ago, the Gnomes, a dying race, bestowed Fraerlings a set of blueprints that could make them equals with the other races. The blueprints, also known as the Great Promise or Great Project, gave Fraerlings a technological and magical edge. Due to staying in hiding over the millennia, Fraerling settlements mostly retained magical knowledge that the Tallfolk kept on forgetting and remembering. | ||
In the era of the Selphid Empire, Fraelings were among the few species that weren't conquered, and helped end their reign.<ref name=":2">[https://wanderinginn.com/2022/10/30/9-22-gn/ Chapter 9.22 GN]</ref> | In the era of the Selphid Empire, Fraelings were among the few species that weren't conquered, and helped end their reign.<ref name=":2">[https://wanderinginn.com/2022/10/30/9-22-gn/ Chapter 9.22 GN]</ref> | ||