Quilling...
157 entities connected through 1356 interactions
Mentor of
Pisces agrees to teach Rags magic as her master.
Teacher of
Rags becomes an apprentice learning magic from Pisces.
Student of
Pisces reveals that he is a student of Wistram Academy.
A young woman from Earth who stumbles into a fantasy world and takes refuge in an abandoned inn.as
A guardsman referenced by a rookie as likely getting punishment duty for breaking windows.
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 half-Elf mage belonging to the Horns of Hammerad who offers Ryoka a taboo alternative for her leg.
An anti-social, barefoot runner from Earth who works as a messenger in Izril.
A general class for any individual who practices magic.
A notorious Necromancer referenced as a potential threat by the Dragon.
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 branch of magic dealing with the dead, considered dangerous and illegal.
A famed academy of magic where Pisces studies.
The Human vice-captain of the Horns of Hammerad.
A friendly and helpful Drake who works as a receptionist at the Adventurer's Guild in Liscor.
A species of which Erin Solstice is a member.
A female Drake and the Watch Captain in charge of the Liscor city guard, and Relc and Klbkch's superior.
The local municipal law enforcement tasked with keeping order in cities.
The Minotaur captain of the Horns of Hammerad, who wields a massive battleaxe.
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 tribe of Goblins living in a hidden cave near The Wandering Inn.
A large, competent Silver-rank adventuring party led by Calruz.
An incredibly famous and powerful half-Gazer adventurer exploring northern Izril.
Small flies with fat, glowing green abdomens that burst into corrosive liquid when ruptured.
A form of communal magic used by species lacking innate true magic potential.
A Human merchant running goods from the north through Liscor to the Drake cities; introduces himself to Erin as Merchant Goeln.
An ancient, horrific monster made entirely of stolen skin that paralyzes its prey with pure terror.
The skeletal remains of a person that Erin discovered in an upstairs bedroom of the inn.
A region or continent known as the home of the infamous Necromancer, Az'kerash.
An undead creature Erin considers a real threat, unlike mundane corpses.
A sweet, blue-colored fruit that grows on trees near the inn, serving as a primary food source for Erin and the Goblins.
A sapient reptilian species dominant in regions south of Liscor, generally unfriendly to Humans.
Small green humanoids with red eyes and sharp teeth that chased and slashed at Erin.
The subterranean home of Klbkch and the other Antinium located beneath the city of Liscor.
A medical class requested by the guards to save Klbkch.
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 spell that renders the caster unseen.
A powerful and savage Goblin warrior who breaks into The Wandering Inn and attacks Erin, serving as the chapter's primary antagonist.
A specific group or type of Antinium to which Klbkch belongs.
A guild in Liscor, likely for couriers or messengers.
An organization that records and combats monstrous threats.
A small, child-like Goblin who attacks Erin out of grief and is spared by her.
A class focused on running inns, hospitality, and tending to guests and establishments.
A high-tier magical ability that relocates a target instantly.
Erin Solstice's home world, which has different cultures, technologies, and games than the world she is currently in.
A scarred warrior member of the Horns of Hammerad.
One of the [Mages] in the Horns of Hammerad.
A specialized school of magic focusing on illusions.
The geographical region surrounding Liscor that periodically floods.
A high-ranking magic class capable of immense feats.
A specialized school of magic taught at Wistram Academy.
A cold, deep, and fast-flowing stream located near The Wandering Inn.
A class associated with members of the city watch, held by Relc.
A belligerent Drake shopkeeper in the Liscor market who cheats Erin.
A class that grants its user Skills related to strategy, giving them a significant advantage in games like chess.
The systemic classification of spell power and complexity.
A beginner's spell that creates a blast of freezing wind.
A species of large, sentient insectoid people; one arrives at Erin’s door with a companion.
An organization that deals with magical issues, such as teleportation spells.
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.
An unnamed Antinium Worker who escorts Pawn.
A skill learned by Erin Solstice after a deeply emotional chess match.
A magical discipline focused on death, the dead, and related energies.
A type of [Mage] who uses magic without formal education or spellbooks.
A school of magic that creates false sensory input, used by Pisces for theft and evasion.
A basic skill for [Guardsmen] that allows them to sense if a person is guilty.
A magical class specializing in illusion spells, often used for intimidation and deception.
A defensive spell that creates a shimmering, powerful wall of wind.
A governing body in Liscor that is concerned with diplomatic relationships, such as the one with Wistram Academy.
A gossipy, yellow-scaled Drake [Barmaid] in Liscor who gets fired.
A guild hall in Liscor where adventurers gather, accept quests, and turn in bounties.
A historical leader of the Goblins who commanded massive armies during the Goblin Crusades.
A large geographical region, possibly a continent.
A distant location mentioned by Klbkch, possibly analogous to a place of damnation or simply a very remote land.
A wealthy and cheerful Human noblewoman known for her eccentric taste in the color pink.
A higher-level class for which [Tactician] is a prerequisite. Olesm aspires to gain this class.
A species of tall, bipedal hyena-like humanoids covered in fur.
A local Goblin tribe with a chieftain and small warrior contingent operating around the inn.
A caste of Antinium focused on labor.
A powerful magical entity whom Ryoka harbors deep resentment toward.
A massive, bull-like sapient species.
A burly, axe-wielding Silver-rank captain who refuses to enter the Ruins of Albez.
Old ruins where adventurers frequently hunt monsters.
A newly discovered ancient dungeon near Liscor.
An offensive fire spell cast by Pisces.
The sovereign territory of the Drakes.
A location from which high-quality healing potions are shipped.
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 common offensive magical spell that creates projectiles of fire.
A movement skill that allows for a short, instantaneous burst of speed.
A school of elemental magic that Pisces claims to have mastered.
The headquarters for the Liscor City Watch.
The military force of the city of Liscor.
The historical figure credited with defeating the necromancer Az'kerash.
The market that Selys told Erin about, where Erin hopes to find supplies.
Distant cities populated by Humans, located north of Liscor.
A runic spell used to maintain the freshness of organic materials.
A famously deadly geographical region south of Liscor heavily saturated by past warfare.
Massive historical wars where millions of Goblins united to wage apocalyptic campaigns across continents.
A presumably negative historical event or entity associated with the Antinium, which Erin's ignorance of is noted by Klbkch.
A fair-haired maid serving Magnolia Reinhart at her Celum estate.
A general combat-oriented class.
A high-tier military command class.
A historical military coalition that fought in the Antinium Wars.
The leaders of the Antinium hives.
The leader of the Antinium Hive, to whom Klbkch plans to report his findings about the unique human, Erin Solstice.
A common type of undead skeletal mage.
An expensive, magically enchanted set of dark blue robes purchased by Ceria Springwalker.
A sturdy, friendly Runner who carries massive loads and persistently tries to befriend Ryoka.
A combat-oriented class focused on fighting for pay.
A Skill obtained by Erin upon reaching Level 10 as an Innkeeper.
A spell used by mages to view distant locations or individuals.
A spell used by mages for remote magical observation.
A fictional character from Earth referenced by Erin.
A fallen Terandrian nation destroyed by Az'kerash.
A famous Drake hero responsible for the defeat of the Necromancer.
An acquaintance of Pisces and Ceria.
An independent city-state located near the High Passes.
A large city thirty miles from Remendia with good inns and its own Runner's Guild.
The ancestral house or homeland associated with the Minotaur warrior Calruz.
A famous, high-status individual credited with inventing or standardizing the rules for the version of chess played in Liscor.
A remarkably fast Human Runner who recently humiliated Relc.
A yellow-scaled senior Drake adventurer who complains about the Guild's payout rates.
A professional guild of assassins hired for protection and lethal operations.
An ambush predator that disguises itself as a boulder and attacks with powerful claws and antennae.
One of the continents in the world.
A nation known for its deep ties to necromancy.
The ruler of Khelt who has a deep understanding of necromancy.
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.
A minor magic spell that produces light or flame.
An Antinium Worker who exhibits Aberration-like behavior by creating rhythmic noises, but remains peaceful.
An aggressive and prejudiced Gnoll adventurer who confronts and expels Erin from the Adventurer's Guild.
A mystical or magical practitioner role often sought by tribes for guidance and power.
A high classification of magical spell.
A sapient species possessing Elven traits.
The aristocratic captain of the Silver Spears who seeks out Ryoka Griffin.
A skill that alerts the user to nearby danger or powerful opponents.
A member of the City Guard who was apparently traumatized by Relc's reckless dagger-flipping on the day he signed up.
A type of undead creature armed with magically paralyzing claws.
Massive, intelligent undead abominations that command hordes of lesser dead and possess terrifying physical and magical traits.
A city to the north of Liscor that is a common destination for Humans.
An official badge denoting the rank of Senior Guardsman in the city watch.
A skill that allows the user to create basic items.
The magical energy resource of the world.
A class skilled with spears.
An incredibly famous group of adventurers.
A street in Liscor used as a defensive fallback point during the undead invasion.
A rare combat skill.
A group of Antinium Workers who sacrifice themselves to protect Erin and her inn.