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73 entities connected through 274 interactions
A Human mage from Wistram Academy, specialized in Elementalist and Illusionary schools, who admits to necromancy.
A young woman from Earth who stumbles into a fantasy world and takes refuge in an abandoned inn.as
A famed academy of magic where Pisces studies.
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.
A guardsman referenced by a rookie as likely getting punishment duty for breaking windows.
A half-Elf mage belonging to the Horns of Hammerad who offers Ryoka a taboo alternative for her leg.
A species of which Erin Solstice is a member.
An anti-social, barefoot runner from Earth who works as a messenger in Izril.
A tribe of Goblins living in a hidden cave near The Wandering Inn.
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.
Erin Solstice's home world, which has different cultures, technologies, and games than the world she is currently in.
The aristocratic captain of the Silver Spears who seeks out Ryoka Griffin.
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.
A type of [Mage] who uses magic without formal education or spellbooks.
A branch of magic dealing with the dead, considered dangerous and illegal.
An Antinium Senior Guardsman in the city’s watch; arrives at Erin’s door and greets her.
A city adjacent to the Floodplains, culturally aligned with Drakes and not friendly to Humans.
A form of communal magic used by species lacking innate true magic potential.
A species of tall, bipedal hyena-like humanoids covered in fur.
The Minotaur captain of the Horns of Hammerad, who wields a massive battleaxe.
A specialized type of [Mage] focused on arcane research and mainstream magic.
A type of [Mage] who obtains their power from external sources, such as summoning.
A type of [Mage] who practices alchemy and specialized, folklore-rooted magic.
A female Drake and the Watch Captain in charge of the Liscor city guard, and Relc and Klbkch's superior.
A governing body in Liscor that is concerned with diplomatic relationships, such as the one with Wistram Academy.
A friendly and helpful Drake who works as a receptionist at the Adventurer's Guild in Liscor.
The systemic classification of spell power and complexity.
A sapient reptilian species dominant in regions south of Liscor, generally unfriendly to Humans.
A notorious Necromancer referenced as a potential threat by the Dragon.
A massive, bull-like sapient species.
A high-ranking magic class capable of immense feats.
A Gnoll tribe that historically advocated for Gnolls to study magic at Wistram Academy.
An aggressive and prejudiced Gnoll adventurer who confronts and expels Erin from the Adventurer's Guild.
The collective societal structure of the Gnolls in southern Izril.
A common offensive magical spell that creates projectiles of fire.
The Human vice-captain of the Horns of Hammerad.
A general combat-oriented class.
A magical class specializing in illusion spells, often used for intimidation and deception.
The headquarters for the Liscor City Watch.
The military force of the city of Liscor.
The local municipal law enforcement tasked with keeping order in cities.
A class that grants its user Skills related to strategy, giving them a significant advantage in games like chess.
A runic spell used to maintain the freshness of organic materials.
A spell that renders the caster unseen.
A spell used by mages to view distant locations or individuals.
A spell used by mages for remote magical observation.
A scarred warrior member of the Horns of Hammerad.
A powerful and savage Goblin warrior who breaks into The Wandering Inn and attacks Erin, serving as the chapter's primary antagonist.
A magical communication ability for sending short messages across distance.
A lesser variation of the [Mage] class born from a lack of centralized education.
A lesser variation of the [Mage] class.
A hybrid magical class.
A nature-based magical class.
A famous Human Archmage of the current era.
A sapient species mentioned by Klbkch as being typical of the world in their lack of sympathy for Goblins.
An equine sapient species known to run without shoes.
An unnamed Antinium Worker who escorts Pawn.
A specific group or type of Antinium to which Klbkch belongs.
A burly Gnoll who runs a weapon shop in Liscor.
A class held by merchants who run stalls or stores.
A mystical or magical practitioner role often sought by tribes for guidance and power.
The subterranean home of Klbkch and the other Antinium located beneath the city of Liscor.
A high classification of magical spell.
An all-mage silver-rank adventuring company led by Menes.
A dangerous type of spider creature that lives in nests.
A burly, axe-wielding Silver-rank captain who refuses to enter the Ruins of Albez.
A Silver-rank [Mage] captain who decides against exploring the Ruins of Albez.
A Human whose past racist remarks are remembered by Erin.
A large, competent Silver-rank adventuring party led by Calruz.
A mental resistance Skill offered by the System.
An archer is a class defined by specialized equipment for ranged combat, as seen with a tall, furry individual in Liscor.
Small flies with fat, glowing green abdomens that burst into corrosive liquid when ruptured.
A beginner's spell that creates a blast of freezing wind.