naist-nlp/zeshel huggingface dataset:
Knock Knock was a transmutation spell that could open locked , barred , or stuck doors with only the spoken word . Cleric s who had access to the greed domain could also cast this spell as a divine power . " Knock " was one of the spells granted to the wearer of the commander ' s ring s worn by the leaders of the War Wizards of Cormyr . It was also a power of a rod of displacement , which was a magical item from Myth Drannor , or of a staff of open doors or a staff of the magi . The spell had a reverse form called lock . Effects . This spell would instantaneously unlock or unstick a number of doors within a range of at least 100 feet , depending on the power of the spellcaster . Bars holding doors shut would be lifted , and padlocks closing an item would become unlocked . Secret doors could be unlocked as well , but they still had to be found to be passed through . Magical locks could be unlocked — unless they had been protected by the " secure " spell — but they would relock after ten minutes . The spell had a number of limitations . It only affected doors , boxes , or chests or other such things that could be opened . It did not actually open the door or box ; it only removed the hindrances toward doing so , so a heavy gate or portcullis might still pose a problem for the caster . The spell had no affect on ropes or vines , so a box wrapped tightly in rope still had to have the rope untied or cut to be opened . It was limited to undoing only up to two means of preventing access , so that the contents of a locked chest welded shut and wrapped in a locked chain could still not be fully accessed by a single casting alone . One strange use of the " knock " spell was its ability to " unlock " the healing power of a star ruby when followed by the " wraithform " spell . The star ruby would then become a thick red vapor , which had powerful healing properties when inhaled . The reverse form , lock , shut , locked and bolted a door it was cast upon . Components . The spell simply required a verbal command .
Northeast Zakhara Northeast Zakhara was in many ways the antithesis to the civilization of the rest of the continent . It comprised the Land of the Yak - Men with their evil empire within the World Pillar Mountains ( the Zakharan part of the Yehimal ) and the untamed expanse of the Jungle of Monsters towards the Foreigners ' Sea . Together they effectively cut off land travel towards Kara - Tur in the northeast and east . Geographic limits . The region separated three continents : to the northwest lay the realm of Konigheim of Faerûn ' s Utter East , to the north lay the Kingdom of Nix and beyond to the north and northeast the Wu Pi Te Shao Mountains of Kara - Tur . To the east , the Sempadan Forest stretched into the eastern continent , while northeast Zakhara ended at the shores of the Foreigner ' s Sea in the southeast . Towards the south , it was bordered by the territory of Zakhara ' s Cities of the Ancients , to the southwest it fell towards the desert of the Haunted Lands , and to the west it touched the lands around the Free City of Utaqa and the Great Sea . Land of the Yak - Men . The yak folk controlled their petty empire from their cities on the heights of the World Pillar Mountains , seeing all other inhabitants of the rugged land as their subjects or slaves . Their domain , organized into eight provinces , was ruled from the capital city of Nathong by the Lotus Emperor , but ultimately it was a theocracy where all authority derived from the yikaria ' s Faceless God . Jungle of Monsters . This vast forest was rarely traveled with only a few settlements at the fringes ( and none in the center ) known to the outside world . Its fierce denizens were dangerous enough to mount attacks on their well - organized yikarian neighbors .
Dragon Falls ( village ) Dragon Falls was a small village in the Vast , lying between Dead Tree Hollow and Glorming Pass , where the Hlintar Ride met the North Road . It was located on the north side of the Fire River and was named for the nearby Dragon Falls . History . Local legend says the falls were once home to a powerful red dragon , Halarglautha Firewings , who once rampaged across the Vast and gave both Fire River and Dragon Falls their names . Halarglautha ' s reign of terror finally ended when she was slain by the spell s of a band of human adventurers , and her lair was destroyed , along with much of her treasure . However , plenty of treasure remained and the survivors took possession of the dragon ' s hoard of coins . But instead of carrying the loot away , they chose to stay and constructed themselves a stronghold and settled there while a village grew around them . They divided the loot up amongst themselves , then among their children and so on each generation . By 1370 DR , their great - grandchildren made up most of the population of the village of Dragon Falls and the treasure had all been spent . Description . Though a small village , Dragon Falls was the biggest settlement on the North Road between Tsurlagol and King ' s Reach . The village sat upon a crag looking south over a thundering waterfall , the only major cataract on the Fire River . However , the Dragon Falls themselves were actually a spring that cascaded over a bluff alongside the road and joined the Fire River . Places . A ferry , pulled across the river on ropes , was operated as a service to merchant caravans . This was located about 1 , 000 yards ( 900 meters ) above the village . The Inn of the Dragon , once the adventurers ' stronghold , was a fortified inn that dominated the village . A shrine to Silvanus stood at the head of the falls . This was maintained , but more often ignored , by Keldar of the Forest , the village ' s resident priest . Local legends . Rumor had it that not all of the dragon ' s treasure had been spent , claiming that much of it still lay hidden or buried about the village , supposedly in small caches beneath the cottages and gardens . Naturally , adventurers with shovels were unwelcome . Similarly , a local tale held that beneath the crag were dwarven storage - caverns full of gold . Supposedly , Halarglautha laired at the Dragon Falls , rather than a more defensible peak , because she knew of these vaults and planned to one day have smaller creatures retrieve the gold for her .
Qadim Hills The Qadim Hills were a grouping of hills in the Troll Mountains of Amn . Geography . These were the western hills of the Troll Mountains , beginning north of Trollford and running until the Green Fields . The hills were relatively steep , and some of the waters composing the Esmelflow began atop them . Inhabitants . Goblins used to inhabit these hills , and they warred against the troll s of the mountains .
Glory of the martyr Glory of the martyr was a divine abjuration spell for paladin s that granted a protective ward to multiple subjects , transferring some of their wounds to the spellcaster and healing them if the caster should die . Although created by Ilmater , the Crying God , and used by his faithful , the spell spread to paladins of other faiths . Users . The spell could be cast by paladin s — originally only those of Ilmater , but later of other faiths . It could also be cast by champions of Gwynharwyf . Effect . The " glory of the martyr " spell functioned like an advanced version of the " shield other " spell , in that it worked on multiple recipients . Like " shield other " , it warded the recipients against harm and forged a mystical link between them and the caster , transferring half of their wounds to the caster . Furthermore , if the caster of " glory of the martyr " died while it was still active , then the spell ended in a burst of positive energy that healed the linked recipients . Components . To function , the spell required each subject and the caster to wear a platinum ring , valued at 50 gp or more . These served as a focus . History . The " glory of the martyr " spell originated among the faithful of Ilmater , and was created by the Crying God himself . However , it since spread to paladins of other faiths . A paladin of Ilmater once prayed for " glory of the martyr " to protect his allies in the midst of a battle with skeleton warriors .
Ammisyll Veldann Lady Ammisyll Veldann was the sun elven governor of Nimlith on the island of Evermeet and a member of the Council of Evermeet . Personality . Ammisyll had extremely conservative views and opposed the monarchy on Evermeet . During the daemonfey assault on elven settlements in Faerûn in 1374 DR , she and Selsharra Durothil threatened to withdraw the support of the houses of Durothil and Veldann if Queen Amlaruil Moonflower sent forces from Evermeet to aid the Faerûnian elves . Relationships . Ammisyll was cousin to Tarthas .
Turquoise Turquoise was generally found in the more arid locations around Toril . Description . This ornamental stone was an opaque blue to greenish - blue , and usually occurred with blotches of darker hues in the mix . A typical stone had a base value of 10 gp . Turquoise stones were considered sacred by followers of Aerdrie Faenya and Erevan Ilesere — appropriate for sacrifice , or to be consecrated for use , or recognized as boons or omens when found . Powers . Elves valued the pure color stones ( without the darker mottling ) for casting sky - related magic and mage s used turquoise in the creation of items related to flight . It was also used as a good luck charm by horsemen who would put a small shard of turquoise in their horse ' s harness to ward off misstep or trail hazards . Turquoise had a slight gleam when it came near gold and was therefore associated with prosperity . Foredawn was the best time of day to apply an immersion containing turquoise .
Inkstain Forgemaster Inkstain was a male dwarf and a printer . History . He originally came from Dwarves ' Deep , but later moved to the city of Procampur in the Vast . In the early 1360s DR , he had a shop on Scribes ' Alley in the Merchant District of Procampur , though it was little more than a lean - to against a teamster ' s stable . There he had a printing press , a recent invention which he ' d shipped from Dwarves ' Deep . From his shop , he printed cheap and low - quality pamphlets , handbills and flyers . Perhaps surprisingly for a dwarf , he had an ogre apprentice named Aguul . In the Year of the Helm , 1362 DR , the lama Koja of Khazari visited Inkstain to discuss printing his new book , " A History of the Tuigan " . However , Inkstain quoted a price of 10 , 000 gold lion s just for one copy , and 500 lions for extras , which Koja was unable to pay or raise the money for . Fortunately , the god Deneir later appeared to Koja and granted him gem s worth at least 10 , 000 gold pieces to pay for the costs of printing , so Koja planned to have his book printed by Inkstain the next day . Description . Inkstain was named for his appearance , as he was covered all over with ink stains . His beard might have been white , but was gray with ink . He was cantankerous when working , but polite to customers .
Telthukiilir A telthukiilir ( or " high seeing orb " ) was an extremely powerful version of a crystal ball . It was lit faintly from within , emanating emerald - colored light . By speaking a command , the large orb could show the whereabouts of any individual . It was capable of scrying despite even powerful magical barriers , but its more powerful abilities used its charge more rapidly , and it took time to recover from this . Sarya Dlardrageth recovered a telthukiilir originating from Aryvandaar from the ruins of Nar Kerymhoarth .
Yench ' eng Tzu Yu Yench ' eng Tzu Yu was a wu jen member of the Many - Hued Peacock Society in Nakamaru around 1357 DR . History . Yench ' eng Tzu Yu may have an ulterior motive behind his affiliation with the Many - Hued Peacock . After the party for the birth of Goshukara Sadamoto ' s third son , Lui - hsia Chih sent Nan - kuo and Yench ' eng Tzu Yu to read the aura of Yin - kung T ' o . Personality . Yench ' eng Tzu Yu appeared to be a frail man but had a true unholy vigor . He behaved in all things like a man possessed and driven to some secret end . He was a fatalistic individual , believing that all the fantastic risks and seemingly foolish gambles that he did were decided by destiny .
Entar Silvershield Entar Silvershield was one of the Grand Dukes of the Council of Four that ruled the city of Baldur ' s Gate before the Spellplague . In the Baldur ' s Gate computer game , Entar is the father of the NPC Skie Silvershield . He lives in an estate in north - western Baldur ' s Gate with his wife Brilla . Near the end of the game Eltan is killed by the assassins Slythe and Krystin to enable Sarevok to get elected Grand Duke in his place . It is possible he was later resurrected and reinstated .
Lerek Lerek was a member of the Cult of the Dragon in Kryptgarden Forest in 1489 DR . History . Lerek was one of the cultists that dealt with Red Wizard of Thay necromancer Zaralda . However , one day in 1489 DR , a ghost elf who had escaped Zaralda ' s control attacked the cultists and the Thayan s . In fear , Lerek escaped just as the camp was assaulted by an adventuring party hired to defeat Claugiyliamatar , helped by the archfey Whitchthorn . Lerek was presumably spared by the adventurers and ran away .
Zelphar Thann Zelphar Thann was the fourth son of Rhammas and Cassandra Thann of Waterdeep and an older brother of Danilo Thann . He served as Tethyr ' s Count of Rivershire and Estate Chancellor . He was in charge of public works and maintained the siegeworks in the Reclamation Army . However , his passion was wine , so he took care of most of his family ' s vineyards in the south . Personality . Zelphar Thann was known to be quiet , thoughtful , and reserved , which made him appear weak and ineffective . He was well aware of how he was perceived and preferred to use others ' misconceptions to his advantage . Abilities . Not only was Lord Zelphar a superb architect , but he was also an excellent leader , managing the county assigned to him well in spite of his unpopularity with the landed families . ( Of the seven land - owning families of Rivershire , only two of them liked the new count . ) Holdings . Count Thann ' s manor was Lhestyn ' s Hearth , which he named after his grandmother . Zelphar redesigned the formerly abandoned manor ' s defenses . It was twelve miles north of Darromar . Activities . As Estate Chancellor of Tethyr , Count Zelphar Thann was responsible for the building and maintenance of all public works — public buildings , defenses , roads , bridges , " etc . " — which made him one of the most popular officials in the eyes of the common people . His role extends to military engineering projects as well . Thus , when Queen Zaranda sent her army to Riatavin after that city defected from Amn , Zelphar was sent along with them as an advisor . Relationships . Zelphar was a member of the famous House Thann of Waterdeep , but as a Tethyrian he was swayed by Prince Haedrak to join in the latter ' s quest to retake the throne of Tethyr . His family provided 200 cavalry and 2 , 000 pikemen for the cause . Haedrak , and later Zaranda Star , tried hard to set up Zelphar with Perendra Raslemtar . The two nobles did grow very fond of each other , yet their shyness and business meant the relationship progressed more slowly than the royal couple would have liked . Zelphar was a friend of Kyrin Hawkwinter , and he was responsible for fortifying her keep of Daraqadim . Rumors . It was rumored that the Qonsir family , led by Lord Tedeo Qonsir , was trying to unify the other families of Rivershire against Zelphar by making the accusation that his relationship with Lady Perendra was simply a ploy to gain standing with the queen . Zelphar was a member of the Merchant ' s Chosen of Riatavin , which made him a target for the Shadow Thieves . While he was there in 1370 DR , they took advantage of the opportunity to spy out what information they could from the count ' s staff . The Knights of the Shield were aware of the Thieves ' plans , however , and thwarted assassination attempts against both Zelphar and his nephew Erktos , the Royal Bailiff . With Lord Inselm Hhune a duke in Tethyr , keeping the two Thanns alive was in their interests for the purposes of manipulating trade and politics .
Duskwood ( tree ) Duskwood was a type of tree found growing all over Faerûn . Description . Duskwoods grew in densely packed groves , blocked the light and appeared rather eerie , giving them their name . They had smooth black bark and the trunks grew to an average height of 60 feet ( 18 . 2 meters ) , with small lacy branches high on the tree . Atop these trunks were small branches . The wood was smoky gray and as tough as iron . Duskwoods were very resistant to fire . Usage . Some craftspeople fashioned weapons out of duskwood in place of metal . Such items weighed half as much as their metal counterparts . Duskwood didn ' t make good armor ( even with a " wood shape " spell ) , though a passable breastplate could be made out of it . Mast spars and roof beams were usually made of duskwood . The " Blackstaff " and the " Scepter of Savras " were made of duskwood . Locations . Duskwood trees were known to be found in the following places :
Displacer beast A displacer beast , also known as a dirlagraun , was a monstrous magical creature . History . The beast appears to have originated in the Feywild . Physical description . Displacer beasts were large cat - like creatures with six legs and a pair of long tentacles sprouting from their shoulders . They were covered in a pelt of blue - black fur . They were usually about 9 feet long and weighed as much as 500 pounds , but the occasional mutant could be twice this size . Abilities . Displacer beasts used their innate magic to bend light , making them appear to be a foot or two from their actual positions . Ecology . These monsters lived in small groups or preferred to be alone . Many humanoid s trained them to act as guards or pets , such as evil fey and oni s . Society . Like many big cats , displacer beasts were often pack hunters , although they were sometimes encountered alone . Appendix . Discrepancy . On page 66 of " Monster Manual 3 . 5 " , the alignment of the displacer beast is lawful evil , but in the " Monster Manual 4th edition " , the creatures ' alignment has changed to unaligned . In the " Monster Manual 5th edition " , it has again become lawful evil .
Melkar Melkar of Mirabar was a mage who tried to breach the protections around Ahghairon ' s Tower in 1271 DR ( although his identity was not public knowledge ) . He failed , having misjudged the number of keys needed by half . His skeleton remained hanging inside the protections as a warning . In 1479 DR , Melkar ' s journal was retrieved by Samark " the Blackstaff " Dhanzscul from the tomb of Khelben Arunsun . It fell into the hands of Samark ' s killers , Khondar and Centiv Naomal , who used it to determine the number of keys needed to enter the tower .
Northwest Zakhara Northwest Zakhara consisted of a number of islands on a beautiful shallow part of the Great Sea off the northern coast of the continent . The two larger archipelagos of the Genie ' s Turban and the Desert ' s Virtues made up the Corsair Domains , with the one major settlement , Hawa . Closer toward the coast of the Free Cities , authority over the Wizard ' s Reach toward the north and the group of three islands — the Bird , the Dancer and the Fortress — to the south , were disputed between the corsairs and the mainland cities . The vast open stretch of the Great Sea separated northwest Zakhara from Faerûn in the north and Maztica in the west . The islands of Lahib and Dahab marked the southern border toward west Zakhara . Corsair Domains . The Corsair Domains were a number of islands under the control of these loosely organized buccaneers of Zakhara — efforts of Qudra to the contrary notwithstanding . Piracy , trade , shipbuilding and power - struggles between local would - be rulers shaped daily life there , all helped by the fragmented shape of the islands ' terrain . The Genie ' s Turban . This archipelago consisted of and number of smaller islands and the larger Island of Firethorns - named for its abundance of the beautifully red but dangerous flower - and Island of Gardens - with lush vegetation at the coast and a dry and barren interior . Several villages and one city could be found at the shores of the Genie ' s Turban . The Desert ' s Virtues . Of this group of three islands , the Camel and the Chador contained some villages at fertile stretches of the coast , which were ruled more or less independently by retired corsair captains . The Dune was almost barren and was sometimes used as a ( final ) prison by pirate captains . Hawa . The City of Chaos functioned as de - facto Capital of the disorganized Corsair Domains . Many of its buildings rested on stilts around and within Chaos Bay at the Island of Firethorns . Hawa ' s citizens were an independent lot , ready to take affairs into their own hands with whatever means they found necessary .
Ed Bonny Ed Bonny is a freelance game designer . Ed recalled becoming hooked on the " Forgotten Realms " in the 1980s when he read the Time of Troubles trilogy . Ed considers himself obsessed with maintaining consistent lore for the Realms . His work was featured in Chapters 1 , 2 , 4 , 5 , 7 , 9 , 10 , and 11 of " Lost Empires of Faerûn " , and he also participated in " Monster Manual II " for 3rd edition .