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24 entities connected through 37 interactions
A young woman from Earth who stumbles into a fantasy world and takes refuge in an abandoned inn.as
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An anti-social, barefoot runner from Earth who works as a messenger in Izril.
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Small green humanoids with red eyes and sharp teeth that chased and slashed at Erin.
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A tribe of Goblins living in a hidden cave near The Wandering Inn.
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A species whose chieftain was defeated by Erin, earning her a bounty.
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The local municipal law enforcement tasked with keeping order in cities.
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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 class for merchants and those involved in commerce.
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A higher rank of Adventuring team.
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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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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 local Goblin tribe with a chieftain and small warrior contingent operating around the inn.
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A wealthy and cheerful Human noblewoman known for her eccentric taste in the color pink.
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An Antinium Prognugator tasked by the Queen with handling surface affairs and hunting down Aberrations.
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The military force of the city of Liscor.
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A guardsman referenced by a rookie as likely getting punishment duty for breaking windows.
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A class associated with members of the city watch, held by Relc.
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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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A standard labor class centered on woodworking.
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An independent city-state located near the High Passes.
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