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104 entities connected through 516 interactions
A young woman from Earth who stumbles into a fantasy world and takes refuge in an abandoned inn.as
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A guardsman referenced by a rookie as likely getting punishment duty for breaking windows.
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An anti-social, barefoot runner from Earth who works as a messenger in Izril.
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Small inn where Erin is present; currently occupied by her. Noted by the Watch as having been abandoned years ago but Erin is using it; the Drake and Klbkch enter here to investigate.
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An Antinium Senior Guardsman in the city’s watch; arrives at Erin’s door and greets her.
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A Human mage from Wistram Academy, specialized in Elementalist and Illusionary schools, who admits to necromancy.
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A tall female Gnoll shopkeeper in the market who runs the stall 'Krshia's Silverfang Goods'. She is direct and attempts to get Erin to shop at her stall.
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A city adjacent to the Floodplains, culturally aligned with Drakes and not friendly to Humans.
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A half-Elf mage belonging to the Horns of Hammerad who offers Ryoka a taboo alternative for her leg.
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A friendly and helpful Drake who works as a receptionist at the Adventurer's Guild in Liscor.
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A belligerent Drake shopkeeper in the Liscor market who cheats Erin.
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The local municipal law enforcement tasked with keeping order in cities.
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The Minotaur captain of the Horns of Hammerad, who wields a massive battleaxe.
A specific group or type of Antinium to which Klbkch belongs.
A guild hall in Liscor where adventurers gather, accept quests, and turn in bounties.
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A polite, blue-scaled Drake who is the highest-leveled [Tactician] in Liscor. He is roped into playing a high-stakes chess game against Erin by his uncle, Lism.
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An unnamed Antinium Worker who escorts Pawn.
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An aggressive and prejudiced Gnoll adventurer who confronts and expels Erin from the Adventurer's Guild.
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Small green humanoids with red eyes and sharp teeth that chased and slashed at Erin.
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A receptionist is a class responsible for greeting visitors and providing information, exemplified by Selys at the Adventurer's Guild.
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A species of tall, bipedal hyena-like humanoids covered in fur.
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A powerful magical entity whom Ryoka harbors deep resentment toward.
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World mechanic where thinking races gain levels and classes. Some classes can be gained suddenly by satisfying class requirements without formal apprenticeship (e.g., gaining Farmer levels by growing many carrots). Some creatures (animals, Dragons) cannot level and instead retain natural might.
A class focused on running inns, hospitality, and tending to guests and establishments.
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A massive, fire-breathing reptilian creature encountered by Erin in a cave, breathing violet flame.
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The Human vice-captain of the Horns of Hammerad.
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A famed academy of magic where Pisces studies.
A notorious Necromancer referenced as a potential threat by the Dragon.
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A different reptilian race often associated with water, some can breathe underwater; culturally distinct from Drakes and related to naga/jungle regions like Baleros.
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A gossipy, yellow-scaled Drake [Barmaid] in Liscor who gets fired.
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A tribe of Goblins living in a hidden cave near The Wandering Inn.
A class for merchants and those involved in commerce.
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A guild in Liscor, likely for couriers or messengers.
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An organization that records and combats monstrous threats.
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A professional guild of assassins hired for protection and lethal operations.
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A classic fantasy species that Ryoka expected to see but has not encountered.
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A female Drake and the Watch Captain in charge of the Liscor city guard, and Relc and Klbkch's superior.
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A large, competent Silver-rank adventuring party led by Calruz.
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The geographical region surrounding Liscor that periodically floods.
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The sovereign territory of the Drakes.
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A high-tier magical ability that relocates a target instantly.
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An organization that deals with magical issues, such as teleportation spells.
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A skill that alerts the user to nearby danger or powerful opponents.
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The headquarters for the Liscor City Watch.
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The market that Selys told Erin about, where Erin hopes to find supplies.
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A dangerous type of spider creature that lives in nests.
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A Drake [Butcher] in Liscor who haggles with the Gnoll hunter over a Corusdeer carcass.
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A type of monster found in the region around Liscor whose presence increases the danger and cost of deliveries.
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A veteran [Assassin] hired by Lady Magnolia to secretly protect Ryoka Griffin.
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A wealthy and cheerful Human noblewoman known for her eccentric taste in the color pink.
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A type of dangerous monster living in the plains.
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The ruling human factions of the northern continent.
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A governing body in Liscor that is concerned with diplomatic relationships, such as the one with Wistram Academy.
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The military force of the city of Liscor.
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An Antinium Worker who exhibits Aberration-like behavior by creating rhythmic noises, but remains peaceful.
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A sapient species possessing Elven traits.
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A massive, bull-like sapient species.
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A famous Human Archmage of the current era.
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A form of communal magic used by species lacking innate true magic potential.
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The collective societal structure of the Gnolls in southern Izril.
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A famously deadly geographical region south of Liscor heavily saturated by past warfare.
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A skill that likely increases a person's carrying capacity.
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Referenced as a meat-based dish (type of deer) by Klbkch when inquiring about available food; not present in scene.
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A magical bag with an interior space larger than its outside dimensions.
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A city to the north of Liscor that is a common destination for Humans.
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A famous Drake hero responsible for the defeat of the Necromancer.
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A classic fantasy species that Ryoka expected to see but has not encountered.
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A young Drake who asks Erin a highly inappropriate question about Human biology.
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An Antinium Prognugator tasked by the Queen with handling surface affairs and hunting down Aberrations.
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A Human whose past racist remarks are remembered by Erin.
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An undead creature Erin considers a real threat, unlike mundane corpses.
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A sweet, blue-colored fruit that grows on trees near the inn, serving as a primary food source for Erin and the Goblins.
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A grand gathering of Gnoll tribes held every twenty years to forge alliances and discuss plans for the future.
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