Inkspilling...
52 entities connected through 195 interactions
Teacher of
Pisces reveals that he is a student of Wistram Academy.
A Human mage from Wistram Academy, specialized in Elementalist and Illusionary schools, who admits to necromancy.
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 young woman from Earth who stumbles into a fantasy world and takes refuge in an abandoned inn.as
A general class for any individual who practices magic.
A half-Elf mage belonging to the Horns of Hammerad who offers Ryoka a taboo alternative for her leg.
Erin Solstice's home world, which has different cultures, technologies, and games than the world she is currently in.
An anti-social, barefoot runner from Earth who works as a messenger in Izril.
The subterranean home of Klbkch and the other Antinium located beneath the city of Liscor.
One of the [Mages] in the Horns of Hammerad.
A species of tall, bipedal hyena-like humanoids covered in fur.
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 region or continent known as the home of the infamous Necromancer, Az'kerash.
A species of which Erin Solstice is a member.
A tribe of Goblins living in a hidden cave near The Wandering Inn.
A high-ranking magic class capable of immense feats.
The collective societal structure of the Gnolls in southern Izril.
A specialized school of magic taught at Wistram Academy.
A specialized school of magic focusing on illusions.
A guardsman referenced by a rookie as likely getting punishment duty for breaking windows.
A governing body in Liscor that is concerned with diplomatic relationships, such as the one with Wistram Academy.
A large geographical region, possibly a continent.
The Minotaur captain of the Horns of Hammerad, who wields a massive battleaxe.
A notorious Necromancer referenced as a potential threat by the Dragon.
A massive, bull-like sapient species.
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.
A mystical or magical practitioner role often sought by tribes for guidance and power.
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.
A wealthy and cheerful Human noblewoman known for her eccentric taste in the color pink.
A distant or newer landmass in the world.
A specific nation or kingdom in the world.
A distant country whose inhabitants possess features similar to Earth's Asian populations.
A distant location mentioned by Klbkch, possibly analogous to a place of damnation or simply a very remote land.
One of the continents in the world.
A continent mentioned by Relc as a place where Lizardfolk live.
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 technological smartphone device brought from Earth.
A sturdy, friendly Runner who carries massive loads and persistently tries to befriend Ryoka.
An organization that deals with magical issues, such as teleportation spells.
A magical communication ability for sending short messages across distance.
A form of communal magic used by species lacking innate true magic potential.
A medical class requested by the guards to save Klbkch.
The Human vice-captain of the Horns of Hammerad.
A Human merchant running goods from the north through Liscor to the Drake cities; introduces himself to Erin as Merchant Goeln.
A branch of magic dealing with the dead, considered dangerous and illegal.
A spell used for cleaning and sterilization.
Magical constructs used for labor.
A utility spell used to decipher unknown written languages.
Massive, intelligent undead abominations that command hordes of lesser dead and possess terrifying physical and magical traits.
A magical discipline focused on death, the dead, and related energies.