OpenLLM-France/wikimedia huggingface dataset:
# Dungeons & Dragons/Monsters/Athach

In the Dungeons and Dragons fantasy roleplaying game, an athach is a giant-like aberration.

## Publication history

The athach first appeared in the Dungeons & Dragons Master Rules set (1985). The creature also appeared in the Dungeons & Dragons Rules Cyclopedia (1991).
The athach appeared in the second edition Advanced Dungeons & Dragons under the "giant" entry in the Mystara Monstrous Compendium Appendix (1994).
The athach appeared in the third edition Monster Manual (2000), and then the 3.5 Monster Manual. The athach appeared as a player character race and class in Savage Species (2003).

## Description

An athach resembles something akin to an ogre, a troll, a fomorian or other such highly ugly giant, only with three arms. Two arms are located in the places where normal humanoids have their arms, while the third one sprouts from the chest. Athachs have sickly green coloration, and are covered in a layer of short, soft, brown fur. They have pear-shaped, flabby bodies, mismatched ears, boar-like tusks, many warts and veins in their skin, and curly (if matted) hair and beards. Apparently, they are also poisonous.

## Habits and characteristics

Athachs can be either solitary, or in gangs of up to 2 or 4 individuals or tribes of 7 to 12. They are depicted as wearing the hides of dead farm animals, and sometimes tribal decorations of bones, jewelry and webs of rope. Not overly intelligent, they prefer to attack by charging, with a morning star in each of their three hands, into enemies and flailing at them indiscriminately (after a few rounds, however, they will typically attack whoever is causing them the most damage). If they cannot reach the enemy, they will throw rocks. They are immensely strong, and can easily bash any foe into a gory paste. When it comes to habits, athachs are not a great deal different from the brutality and dumbness of other giants, and are likely only regarded as aberrations due to the distinctly unusual features of 3 arms and poison. Athach language is a crude form of Giant.
Athachs are usually chaotic evil in alignment.
Athach is also a giant/monster in the folklore and beliefs of the Highland Scots.

## References

* ↑ Gygax, Gary, Frank Mentzer. Dungeons & Dragons Set 4: Master Rules (TSR, 1985)
* ↑ Allston, Aaron, Steven E. Schend, Jon Pickens, and Dori Watry. Dungeons & Dragons Rules Cyclopedia (TSR, 1991)
* ↑ Nephew, John, Teeuwynn Woodruff, John Terra, and Skip Williams. Mystara Monstrous Compendium Appendix (TSR, 1994)
* ↑ Williams, Skip, Jonathan Tweet, and Monte Cook. Monster Manual (Wizards of the Coast, 2000)
* ↑ Eckelberry, David, Rich Redman, and Jennifer Clarke Wilkes. Savage Species (Wizards of the Coast, 2003)

## Additional reading

Rose, Carol. (2000). Giants, Monsters and Dragons. Norton
# Dungeons & Dragons/Monsters/Ambush drake

In the Dungeons and Dragons fantasy |role-playing game/, the Ambush drake is a Dragon. Unlike traditional D&D Dragons, which are somewhat feline, Ambush drakes are lupine (wolf-like). Ambush drakes are short, squat and compact compared to normal Dragons, but still grow to be at least as large as an adult human. They have muscular limbs, and short spines on their necks and ugly heads. Their wings are disproportionate. Ambush drakes have grey bodies and back legs, with dark orangey-red heads, front legs and wings. They are far less intelligent than regular Dragons.

## Characteristics and habits

Ambush drakes live in temperate planes, craggy valleys, and the borders of wastelands in packs of 3 to 12 individuals (solitary ones do exist, though). These packs have traditional draconic traits (the members enjoy hoarding treasure), only with the social habit in mind (individuals do not keep their own hoard, the hoard is shared by a pack). For the most part, however, Ambush drakes are more wolf-like than dragon-like, and are concerned mostly with hunting and killing and basically surviving life. They hunt in coordinated packs, closing prey into a corner and then attacking with their breath weapons. They can also use their teeth and claws, and according to Monster Manual III, they are also poisonous. Their concern is with food and treasure, not terror, and they will typically ignore fleeing prey, instead focusing on one they have weakened and is right in front of them.
Ambush drakes speak Common and Draconic, but rarely do so, preferring to use Psionics. Ambush drake packs share a communal consciousness, with all Ambush drakes being completely emphatic of other nearby Ambush drakes.
They are neutral evil in alignment.

## External links

* "Ambush drake", Monster Manual III: More monsters -- what else is there to say?, Excerpts, Wizards of the Coast, retrieved 2012-07-31
# Dungeons & Dragons/Monsters/Aranea

In the Dungeons & Dragons fantasy role-playing game, the aranea is a spider-like magical beast that lives in temperate forests. Its natural form is that of a spider of monstrous size, with two small humanlike arms below its mandibles.

## Description

An aranea is usually neutral in alignment. It has the ability to change its shape into that of a humanoid, or a spider-humanoid hybrid. It has the poison and webspinning ability of a spider, as well as the ability to cast spells like a sorcerer.

## Publication history

The aranea has appeared in the following publications:
* It first appeared in 1981 in the Dungeons & Dragons modules X1 Isle of Dread, and X2 Castle Amber.
* It description was later reprinted in AC9 Creature Catalogue (1986).
* The aranea appeared in second edition Advanced Dungeons & Dragons in the Mystara Monstrous Compendium Appendix (1994), which was later reprinted in Monstrous Compendium Annual Three (1996).
* In the third edition in the Monster Manual (2000),
* In the revised 3.5 Monster Manual (2003).
* As a player character race in the book Savage Species (2003), and later in Dragon #351 (January 2007).

## References

* ↑ Cook, David, and Tom Moldvay. The Isle of Dread (TSR, 1981)
* ↑ Moldvay, Tom. Castle Amber (TSR, 1981)
* ↑ Williams, Skip, Jonathan Tweet, and Monte Cook. Monster Manual (Wizards of the Coast, 2000)

## External links

* Aranea – d20 System Reference Document entry
# Dungeons & Dragons/Monsters/Assassin vine

In the Dungeons and Dragons fantasy role-playing game, the assassin vine is a dangerous plant which grows both in and underground.

## Publication history

The assassin vine first appeared in the third edition Monster Manual (2000), and then the 3.5 Monster Manual.

## Description

An assassin vine is basically a tree which uses its vines to kill victims and deposit the bodies near the roots for fertilizer. It consists of a main vine attached to the tree, about 20 feet long, with smaller, 5 foot long vines breaking off. It has both leaves and berries. The berries have a bitter taste and are used to make a heady wine despite being widely believed to be poisonous. The underground version of the assassin vine is darker in coloration to the ground dwelling one.

## References

* ↑ Williams, Skip, Jonathan Tweet, and Monte Cook. Monster Manual (Wizards of the Coast, 2000)
# Dungeons & Dragons/Monsters/Animated object

In the Dungeons & Dragons fantasy roleplaying game, the animated object is a type of fictional monster for player characters to encounter.

## Description

Animated objects are constructs which come in all shapes, sizes, and colors. They owe their existence to spells such as animate objects and similar supernatural abilities. Such objects act according to the commands of their creator; they lack intelligence and have only a minimum of wisdom. The abilities of an animated object vary based upon their type; rugs can grapple, objects with legs can run, heavy objects can trample, and so forth.

## Publication history

Animated objects first appeared in the third edition Monster Manual. They also appeared in the 3.5 version of the Monster Manual.

## References

* ↑ Monster Index, Wizards of the Coast, retrieved 2012-07-30
* ↑ Monster Manual v 3.5, page 13-14
# Dungeons & Dragons/Monsters/Ascomoid

In the Dungeons & Dragons fantasy role-playing game, the ascomoid is a type of giant fungus monster.

## Description

An ascomoid is a huge puffball-like fungus with a thick, leathery skin. It moves by rolling, and rolls into or over opponents, and its pocked surface can emit jets of spores which cause a deadly infection.

## Publication history

The ascomoid appeared in the following publications
* Dragon #68 (December 1982).
* The first edition Monster Manual II (1983).
* The second edition Advanced Dungeons & Dragons under the "fungus" entry in the Monstrous Compendium Volume Two (1989).
* The Monstrous Manual (1993).
* The third edition in Dungeonscape (2007).
* The Tome of Horrors (2002) from Necromancer Games.

## References

* ↑ Gygax, Gary. Monster Manual II (TSR, 1983)
* ↑ Cook, David, et al. Monstrous Compendium Volume Two (TSR, 1989)
* ↑ Stewart, Doug, ed. Monstrous Manual (TSR, 1993)
* ↑ Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. p. 10. ISBN 1-58846-112-2.
# Dungeons & Dragons/Monsters/Ashen husk

In the Dungeons & Dragons fantasy role-playing game, the Ashen Husk is an undead. They are the animated corpses of those who died of thirst and dehydration while in the desert (contrary to being labelled as animated corpses, however, they are not zombies).

## Description

Ashen Husks inhabit the deserts, where who they once were died of thirst, and arose as the undead creature. It resembles a normal zombie or skeleton for the most part, except bone dry. So devoid of fluid they are brown and crumbling, and their flesh so desiccated that it appears nearly skeletal. Accompanying them wherever they go is a dry, sucking heat that makes the air waver, almost as though they bring with them the soul of the waterless desert.
Many Ashen Husks died of exposure in the open desert when they became lost without water. Sometimes entire caravans get lost and die of thirst, causing all of them to die and rise as Husks who years later stalk the deserts desperately searching for water. Ashen Husks are neutral evil in alignment.

## Combat

Ashen husks slam their foes with bone-hard limbs, but they expose their real threat against living creatures caught in their dehydrating aura that accompanies them. Anyone within 10 feet of a Husk, without making a successful save, takes heat damage and becomes dehydrated, a dangerous combination. Any creature killed by an Ashen Husk promptly rises shortly after as another Ashen Husk.

## Misc

Ashen Husks appeared in the Sandstorm supplement book.

## External links

* "In Like a Beholder, Out Like a Beholder", Previews, Wizards of the Coast, retrieved 2012-07-31
# Dungeons & Dragons/Monsters/Atomie

In the Dungeons & Dragons fantasy role-playing game, the atomie is a type of fey.

## Description

The atomie is the lightest and quickest of all the sprites, standing at less than one foot tall. An atomie has elven features, with pale skin with a hint of woodland green, and four dragonfly-like wings. An atomie's voice is high-pitched, sounding like the buzzing of a bee. Atomies have magical abilities, and sometimes carry weapons as well. Upon hearing an intruder, atomies hide and try to make the intruder go away, using false lights, clattering voices, and pesky, summoned insects.
Atomies live in forests, in the upper branches of old hardwood trees, one family per tree. Each family hollows out a series of tiny rooms, decorating with walnut chairs, woven pine needle rugs, acorn dishes, and the like. A network of balconies, landings, and rope bridges connects the dwellings, forming a village high above the forest floor. Atomies seldom bother with outsiders.

## Publication history

The atomie appeared in the following publications:
* The first edition Monster Manual II (1983).
* The second edition for the Greyhawk setting in the Monstrous Compendium Greyhawk Appendix (1990) under the "sprite" entry.
* The Monstrous Manual (1993).
* The Tome of Horrors (2002) from Necromancer Games.

## References

* ↑ Gygax, Gary. Monster Manual II (TSR, 1983)
* ↑ Breault, Mike, ed, et al. Greyhawk Monstrous Compendium Appendix (TSR, 1990)
* ↑ Stewart, Doug, ed. Monstrous Manual (TSR, 1994)
* ↑ Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. p. 12. ISBN 1-58846-112-2.
# Foundations and Assessment of Education/Edition 1/Foundations Table of Contents/Chapter 10/Author Sign-Up Page

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# Foundations and Assessment of Education/Edition 1/Foundations Table of Contents/Chapter 10/Chapter Introduction

Imagine, you just walked across the stage with the rest of your class. You find yourself thinking what to do with your degree in education. You could always try to find a job teaching in the local high school. Once you have found a job you will have a certain idea in your head about how you want to run your classroom. This chapter will discuss some of the different opstacles you might face in your classroom. Whether it be the way that your students learn or how to handle children with disabilities. This chater willl also discuss the differences between discovery learning and direct instruction. Also in this chapter we will touch on topics such as whether teachers are "born" or made". One of the most important topics in the chapter talks about the high expectations for all students, and not expecting less from some students and less from other students.
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# Foundations and Assessment of Education/Edition 1/Foundations Table of Contents/Chapter 10/Additional Resources

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## ADDITIONAL RESOURCES FOR EFFECTIVE TEACHERS

http://dsc.discovery.com/ A discovery channel exclusive that allows students to explore videos and news stories about exciting real-world subjects. Younger students can play games, read, watch, and study topics like dinosaurs, space, earth, sharks, etc.
http://www.uncwil.edu/cte/ET/ The Journal of Effective Teaching is an online, peer reviewed journal that publishes two regular articles and one special feature article every year. Insight on philosophies, instructional techniques, technology incorporation, and classroom experiences create a small online community of educators.
http://www.teach-nology.com/ A comprehensive site that offers thousands of free lesson plans, rubrics, games, worksheets, etc.
http://www.kaganonline.com/ Discusses Kagan structures and cooperative learning theory. Workshop and professional development information can also be found on this site.
http://teachers.net/ This site has a ton of information and activities for teachers and their classrooms. There are lesson plans, teacher chat boards, web blogs, instructional articles, project ideas, etc.
http://www.doe.virginia.gov/ The Department of Education website for Virginia. Everything from standards of learning to professional development to continuing education can be found on this site.
http://www.sitesforteachers.com/ A website that lists all the most popular resource links for educators. There are hundreds of sites that link teachers to activities, worksheets, instructional technique information, etc.
http://www.learner.org/ Teacher resources and professional development information for all subject disciplines. There are videos and articles listed by grade and subject.
http://www.pbs.org/teachers/ This site has professional development information, interactive programming, television and web programming, digital reading software. The site is broken into three parts. Part of the site is devoted to teachers. Part of the site is devoted to students. Part of the site is devoted to parents.
http://www.funbrain.com/teachers/index.html This site has game finders, curriculum guides, standard searching, and flash cards.
http://tip.psychology.org/ A database of fifty educational theories with the intention of making instructional theory more accessible to educators.
# Foundations and Assessment of Education/Edition 1/Foundations Table of Contents/Chapter 10/Editor Sign-Up Page

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# ETD Guide/Technical Issues/Fulltext

When all of the text of an ETD is available for searching, a digital library system is said to support fulltext searching. Users can submit queries that call for documents that have particular phrases, words, categories, or word stems appearing anywhere in the text (e.g., in the middle of a paragraph, or as part of the caption of a figure).
In fulltext searching it often is possible to specify that query terms appear in the same paragraph, same sentence, or within n words of each other. These refinements may work together with support for exact or approximate phrase and/or word matching.
For fulltext searching to work, the entire document must be analyzed, and used to build an index that will speed up searching. This may require a good deal of space for the index, often around 30% of the size of the texts themselves. Further, such searching may lead to decreased precision, since a document may be located that only makes casual mention of a topic, when the bulk of the document is about other topics. On the other hand, fulltext searching may improve recall, since works can be found that are not classified to be about a certain topic. Further, fulltext searching often yields passages in a document, so one can find a possibly relevant paragraph, rather than just a pointer to a document that then must be scanned to ascertain relevance.
Next Section: SGML/XML Overview
# ETD Guide/Technical Issues/Multimedia

Searching through works with multimedia content requires extra support beyond what is usually provided (e.g., searching through metadata or fulltext). Content based image retrieval (CBIR), searching in files of spoken language, and searching in video collections are all supported with special methods and systems.
While most ETD collections today allow search for multimedia content based on descriptions of such content (i.e., metadata), in the future, as collections grow and have richer assortments of multimedia elements, it is likely that multimedia database and multimedia content search software will be more widely deployed. Indeed, Virginia Tech carried out some preliminary work in this regard with its ETD collection, using tools provided by IBM (e.g., QBIC, VideoCharger). Other vendors and systems exist, and can be used for searching local, regional, national, and international collections of ETDs.
Next Section: Interfaces
# ETD Guide/Technical Issues/Interfaces

Information retrieval (IR) systems have been improving since the 1950s. One of the most important areas of advance in the 1990s and in the 21st century benefits from the rapid enhancement of humancomputer interaction (HCI) that results from new types of interfaces, new methods of interaction, and new integration of those activities with IR methods. Information visualization, for example, allows faster analysis of the contents of a collection of ETDs, or of the result set from a search.
Next Section: Training the Trainers
# ETD Guide/Technical Issues/Library Automation\OPAC: VTLS

ETDs are intimately connected with libraries. The first key automation of libraries, launched in the 1980s, involved computerization of the card catalogs. Online Public Access Catalogs (OPACs) were developed, and supported search through records describing library holdings.
Many library catalogs have their holdings encoded according to the MARC (machine readable cataloging) standard. Managed by the US Library of Congress, the MARC standard in the USA has been applied in many other contexts, leading to broader standards like UNIMARC. The latest standard as of 2001 is MARC 21.
VTLS, Inc. (http://www.vtls.com), is one company that sells software (e.g., their Virtual system, which works with MARC) and services to support catalog search and other related library requirements. OPACs in many cases have evolved into sophisticated digital libraries, and can be used to help manage ETD collections. Indeed, ETDs at most universities can be found by searching in the local catalog system, as long as one can distinguish this genre or type of work from other holdings (e.g., books, journals, maps).
VTLS has volunteered equipment, software, staff, and services to help NDLTD. From http://www.vtls.com/ndltd one can gain access to a system affording search and browse support to the union catalog of all ETDs that can be harvested using the mechanisms supported in the Open Archives Initiative.
Next Section: Harvest usage in Germany, France
# ETD Guide/Technical Issues/Markup Languages

Supporting Works on Computers and Paper
Since the mid-1980s, the electronic publishing community has faced the issue of supporting works targeted for use on computers, or on computers and paper (i.e., for dual publishing). To achieve maximal flexibility, it is desirable to separate the description of document structure from the rendering of that structure into some paper or screen form. SGML and, later, XML, were devised with this goal in mind.
SGML and XML
SGML and XML are markup languages. In particular, they are meta-languages. One can provide a document type definition (DTD) that conforms to the rules of SGML, and then be able to create documents of that type. The same applies to XML. However, with XML, it is possible instead to use a schema to specify the type of document considered, or to just have markup without a DTD, demonstrating that this indeed is an eXtensible Markup Language.
Other Markup Languages
In the SGML/XML family are other markup schemes, or applications of these. HyTime extends SGML with architectural forms to allow handling of rich multimedia and hypermedia content. RDL, developed by e-Numerate Solutions, Inc., allows handling of numeric content in an application of XML, while XBRL applies XML to business reporting. For many ETDs, tailored markup schemes (e.g., MathML for mathematics, or chemical markup language), also are used for particular types of content expression.
The following subsections explain further how ETDs can be produced using markup languages.
Next Section: XML Software