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