
eBook by Pirateaba
Erin Solstice, a young woman from our world, finds herself transported to a dangerous fantasy realm where humans are one species among many, magic is real, and people level up and gain classes. With no combat skills to speak of, she does the only thing she can: she runs an inn. What begins as a simple struggle to survive in Liscor grows into something vast — adventurers, Goblins, Antinium, Drakes, and travelers from across the world converge on the Wandering Inn, while empires rise and fall, dungeons stir, and Erin's choices ripple further than anyone expects.

Erin Solstice is transported to a fantastical world and nearly eaten by a Dragon on her first day. She doesn't belong in a place where monster attacks are routine and Humans are one species among many — but she must adapt or die. In a world where magic is real and people gain levels and classes, Erin has no warrior's skills and no mage's power. She's an [Innkeeper]. Thus begins the first volume of The Wandering Inn, filled with Goblins, Rock Crabs, Necromancers, chess, and one young woman learning to survive by feeding people and making unlikely friends.

The monster Skinner has been destroyed, but the battle's losses still linger for Erin as she grieves and rebuilds. A vital discovery emerges: she and Ryoka Griffin share something crucial — they're both from Earth, and they're not alone. With the Wandering Inn accidentally destroyed, money is urgently needed. Ryoka takes on bigger runner assignments while Erin makes hamburgers and tries to level up before winter arrives with new monsters and a dark legend reborn.

Erin Solstice continues running her inn in a world where monster attacks are a fact of life and Humans are one species among many. Armed only with her wits and an [Innkeeper] class, she battles Goblins, Rock Crabs, and Necromancers while forging unlikely friendships across species lines.

Erin is going home — but home changes. The Goblin Lord follows Rags and Garen Redfang toward the mountain of Goblins where Tremborag waits. Ceria and Pisces are drawn back toward Wistram Academy and the friendship that once turned to enmity. Ryoka runs north and encounters a possible ally from home. Winter comes to Innworld with strange meetings, reunions, and perhaps too much snow.

Kings awaken and emperors build new lands. Change comes to the world, including to the Wandering Inn, where Princess Lyonette must learn to share power when the innkeeper returns. On the battlefields of Baleros, Geneva Scala — the Last Light — grows in fame but faces hostile forces and the wounds of a previous war, desperate to save lives and no longer quite alone.

Erin Solstice trusts many people, including some Goblin survivors — but the Goblin Lord's army is marching on Liscor, and the fates of Rags, Garen Redfang, and Tremborag are all tied to the coming war. Meanwhile, Tom the [Clown] faces Demons in Rhir while Drake general Zel Shivertail and Wall Lord Ilvriss confront the Necromancer's return together.

Spring rains transform Liscor's geography — the Floodplains live up to their name, and the only way to travel is by boat. With the rains come more monsters, dungeon delving, and Goblins. Erin ventures as far as the Walled City of Pallass, the City of Invention, while the magic door draws the attention of world powers and the looming crisis of the Goblin Lord makes the Wandering Inn busier than ever.

Something is buried beneath Liscor — and it's hungry. The dungeon remains a constant threat, Goblins roam northern Izril, and a reckoning approaches as old faces and new ones reemerge. All the while, the Wandering Inn serves food and respite to adventurers and Antinium alike, even as something from the depths stirs.

The rains have halted, leaving only mud — and the tracks of the Goblin Lord's army. They have come to Liscor at last, pursued by Tyrion Veltras and his forces, and the Wandering Inn lies in their path. Erin Solstice must find a way to protect her friends and survive the coming conflict, but the cost may be steep.

The floodwaters have receded and the war is over. Summer brings renewal and new beginnings. Ryoka Griffin has reappeared in Izril's north; the Quarass is dead yet the King of Destruction's war continues; in Baleros, Geneva and her companions fall under the shadow of the Titan. Erin Solstice grieves for the dead and pulls her family close, yet the magic door always leads onward.

The Horns of Hammerad grow as adventurers while Liscor heals and tries to find a new way forward. Across the world, Niers Astoragon — the Titan of Baleros — oversees a grand competition among his students vying for his approval. Glory, mischief, and rivalry await, but with Niers, there are never truly low stakes.

The Wind Runner visits Riverfarm, and Emperor Laken Godart couldn't be happier. Summer's prosperity has brought both enemies and allies to the north — and a coven of powerful Witches has descended, seeking a grand bargain with the [Emperor]. These are no ordinary [Witches]; a legend has come crawling from distant Terandria. Beware offending them, because for [Witches], everything is personal.

Tiqr awakes and its dungeon moves — wildlife and monsters are stirred from their homes by intruders on two fronts: Chandrar's Empire of Tiqr under the Empress of Beasts, and Liscor's dungeon where a certain skeleton helps friend and foe alike. Meanwhile, an election will reshape Liscor. What survives a Grand Elephant on the warpath, undead machinations, and the Titan's moves? Only time will tell.

The Horns of Hammerad are being hunted — a [Mage] team from Wistram Academy dogs Pisces, Ceria, Ksmvr, and Yvlon's steps with revenge in mind. Yet adventurers must work, and the Horns have been hired as security for an ambitious road-building project past the deadly Bloodfields. The Bloodfields spread like a stain upon the land, and few who enter ever survive. The Horns don't plan on entering — but even the monsters on the edges are a cut above the rest.

Erin Solstice is on a break from her inn, returning with new Skills and a changed perspective. The City of Inventions, Pallass, is a fascinating place filled with oddballs — a Named-rank [Alchemist], a [Sinew Magus], a drunken Dwarven master [Blacksmith]. Flames, gardens, and the depths of Chandrar's darkest nations await. Tombhome awaits you.

Adventures abound large and small — from exploring the Garden of Sanctuary to the depths of the sea. Chocolate, weightlifting, and alcohol flow through the Wandering Inn with unexpected consequences. Yet there is also war, [Assassins], and scams that ruin lives. For every monster, there is a champion who steps forward.

The King of Duels' clash with the King of Destruction still rings across Chandrar, while adventures unfold at sea and on Izril's shores. The Horns have arrived in Invrisil to find that Gold-rank status doesn't guarantee respect. A certain [Lady] begins her final journey — and the magic door swings wide once more. Raiders, assassins, magical flames, and an unexpected game of football await.

The greatest [Mage] of Izril has not been seen in eight years. The Wind Runner of Reizmelt is drawn to magic and adventure — with her new friend Fierre, Ryoka is about to attempt a Courier's task that no one has survived. From Wistram to Rhir, great [Mages] are awakening across the world, while Klbkch and Anand return to the Antinium Hivelands to see Hives unlike Liscor's.

Schemes grand and wretched alike come to light, and the Wandering Inn connects them all. In Chandrar, the King of Destruction's war reaches a turning point where honor may cut through every plot. In the north, Ryoka and Fierre ride high after their delivery to the Archmage, but the stakes have never been higher as they approach the realm of Couriers. Meanwhile, a new plague sweeps across Baleros. What stands between it and the world? Just a bit of courage.