naist-nlp/zeshel huggingface dataset:
Javelin A javelin is a simple , thrown , ranged weapon , similar to a shortspear . Description . A javelin is a light , flexible spear designed primarily as a throwing weapon . It is usually constructed of wood and may taper to a sharp point at one or both ends . Alternatively , it may be tipped with a small metal spearhead . The shaft is much thinner than a spear intended for melee combat . An average javelin with a metal head costs 1gp and weighs 2lbs ( 0 . 9kg ) . Weaponology . The javelin is a ranged weapon , intended to be thrown . Javelins are not sturdy enough for most melee combat and if wielded in this way will perform poorly . Normal maximum range of a javelin is 150 feet ( 49 meters ) .
Xara Tantlor Xara Tantlor was a wizard and shopkeeper in Silverymoon in 1370 DR . Activities . Xara worked as a wizard - for - hire but also managed a potion shop . All this was to fund her explorations of ruins and tombs in interior Faerûn . Relationship . Xara lived with a faerie dragon companion named Villynk , who considered herself the true owner of the shop .
Simyaz Simyaz was the leader of the githyanki party sent out after the blade of the sacred Silver Sword stolen by Irenicus . The blade was subsequently given to Saemon Havarian , who knew it could only bring trouble and was anxious to be rid of it . Simyaz ' s group went after him in a levitating ship , but it was somehow capsized , possibly by the same sahuagin who may have attacked Havarian ' s ship . Simyaz and a few other githyanki ended up taken prisoners by the illithid s living near Ust Natha , forced to fight for their amusement . The player character will encounter Simyaz and his group for the first time at sea if they choose to take Havarian ' s offer to come aboard his ship and sail out after Irenicus . In that case , the githyanki will attack the ship , only to be interrupted by sahuagin sinking it . The other time Simyaz can be encountered is if the party decides to enter the illithid caverns when working for the drow in Ust Natha . There , they will immediately find themselves captured and put into the cell next to the githyanki . Simyaz will then offer to cooperate in escaping the illithids , the player ' s party fighting them and the githyanki using their mental powers . The githyanki will teleport out and leave the party to fight the illithids . If the party has or had the Silver Sword , Simyaz ' s group will face them for the final time in the main cavern outside the illithid city . There , the player is finally given an option to simply relinquish the blade , although the githyanki may still decide the player character is unsavoury , and attack .
Kevrin Kevrin was a male Chondathan human sorcerer who dwelled at the Temple of Mystra in Wheloon , Cormyr , in the Year of Lightning Storms , 1374 DR . Activities . Kevrin whiled away his days in his quarters , which he shared with Shan Thar , idly reading books on outdated magical theory and nursing strong liquor . In the evenings , he assisted in the nightly stargazing ceremonies in the temple ' s outer courtyard , casting " silent image " to create illusions of brightened stars and animated constellations overheard as Shan Thar named and revered the astronomical bodies . History . Kevrin was a man who did ill in his past , and to soothe his conscience he offered his services to the new Temple of Mystra in Wheloon . Personality . Kevrin had a rather dour and resigned personality , but was a devout follower of Mystra and greatly trusting of the priests at the temple . He was rather tough . Description . Kevrin had a rather haggard appearance and wore dark grey robes .
Phent Phent is large fortress city in Thesk along the Golden Way . Phent is a sprawling fortress that carries with it a heavy feeling of duty , many people here are retired knights and derelict guards , many of Faerûn ' s best human made weapons and armors can be found here . Recently there has been an influx of Gnomish engineers bringing in their expertise to expand the value and variety of the master craftsmen here .
Eiruk Weskur Eiruk Weskur was a young human wizard of Waterdeep . Description . Eiruk had black hair that he often worn shorn short in a skullcap . History . Eiruk joined the Watchful Order of Magists and Protectors around 1473 DR . In 1479 DR , Eiruk was recruited by Khondar " Ten - Rings " Naomal to aid the Blackstaff , Samark Dhanzscul , in retrieving an item from the tomb of Sarael Arunsun . Eiruk was familiar enough with the Blackstaff to recognize that the man presenting himself was Samark was an impostor ( Centiv Naomal ) . However , he was unable to do anything but help the impostor retrieve the item , which would give Khondar the clues he needed to gain the keys to access to Blackstaff Tower . Only an honest and just person ( in this case Eiruk ) could receive the item ; that person also received an invisible , magical mark . Because he had the mark , Eiruk was made the backup heir to the Blackstaff . When Khondar tried to retrieve the keys from Ompahr Daergech , Ompahr saw that Khondar did not have the correct mark and so gave him the " wrong " set of keys . When Laraelra , Renaer Neverember , Meloon Wardragon , and others were accused by Khondar of murdering Vajra , Eiruk initially joined other wizards in his guild in an attempt to capture them . Eiruk switched sides after witnessing a battle between mages from the Watchful Order and Laraelra ' s friends and he helped return Vajra to Blackstaff Tower because he had a crush on her . The crush made her feel uncomfortable , so she decided to make Laraelra Harsard her heir instead of him . Eiruk was later made one of the founding members of the group organized by Renaer to replace the Moonstars . Relationships . Eiruk ' s mother was named Ainla .
Wildhound Court Wildhound Court was a courtyard in the Mountainside neighborhood of Waterdeep . It ' s name was derived from the strange effect it had on stray dogs who seem to be attracted to the courtyard by an old curse . Dogs who entered the courtyard often turned savage and formed a pack even if they were normally docile .
Indrizil Indrizil was a female drow priestess of Lolth from Cormanthor . Abilities . As a priestess of Lolth , Indrizil once had the favor of Lolth . However , during the Silence of Lolth , Indrizil had lost her powers like others of her kind . Relationships . Indrizil had a close relationship with Rhavauz , a cousin who resided in Szith Morcane after fleeing Maerimydra in 1372 DR . History . Before the Silence of Lolth in 1372 DR , Indrizil had been a priestess in the favor of Lolth and lived in Cormanthor . By Marpenoth of 1372 DR , Indrizil had been in correspondence with her cousin , Rhavauz , a guard officer who had converted to the cult of Kiaransalee after the fall of Maerimydra .
Nunchaku The nunchaku is a light , exotic melee weapon typically used by monk s . Description . The nunchaku is made of two hardwood wands or dowels connected at one end by a leather thong or short length of chain . The dowels are slightly tapered toward the chained end . An average set of nunchaku cost 2gp and weigh 2lbs ( 0 . 9kg ) . Weaponology . It takes special training to use nunchaku effectively in melee combat , therefore it is considered an exotic weapon . The taper of the dowels improves grip and increases the weight of the free - swinging ends . Nunchaku can be used to disarm an opponent much like the flail . Unarmored monk s can take full advantage of this quick , bludgeoning weapon .
Frizzerfraz Frizzerfrazz was a young gold dragon living in the Aphrunn Mountains in Turmish in 1358 DR and 1374 DR . History . In 1358 DR , Frizzerfrazz was attacked by a group of wyvern s controlled by Muktar ' s army . He was saved by his parents Wizzerrazz and Izzerazz , possibly with the assistance of some adventurers .
Baldur ' s Gate II : Shadows of Amn ( game ) Baldur ' s Gate II : Shadows of Amn is the second computer role - playing game in the Baldur ' s Gate series and takes place just a few months after the events of " Baldur ' s Gate " . It is based on the outdated Advanced Dungeons and Dragons 2nd Edition system . Features . Character race . The player character can be a dwarf , elf , gnome , half - elf , halfling or human as before , with half - orc added as a new option . Character classes . Besides of the standard 2nd edition classes seen in " Baldur ' s Gate I " ( fighter , ranger , paladin , thief , bard , mage and specialist wizards , cleric and druid ) and their combinations , " Shadows of Amn " offers the option for the player character to be a barbarian , sorcerer or monk . All the old classes , except wizards that already have the school specialization possibility , also have the option to select a " kit " that will change their class abilities . Clerics have to gain these during the game , others choose them at the beginning . Many NPCs also use a kit . A list is available at . Strongholds . Player characters of each class in the game can gain a " stronghold " in the game after completing a specific quest . This usually takes the form of some kind of building that the character takes control of or gets to use . Further quests related to the stronghold appear after it has been gained . A multi - or dual - class character can only gain one stronghold . Below is a list of the different strongholds by class . Modifications . Baldur ' s Gate II and its expansion pack , Throne of Bhaal , enjoy a thriving modding community which have completed numerous modifications that alter the rules of the game , add new quests , expand on previously existing content , restore cut content , add new NPCs , etc . Enhanced Edition . There will be a Enhanced Edition made of Baldur ' s Gate II with the expansion and another module called " The Black Pits 2 : Gladiators of Thay " . It is currently being made by the same people whom made the Enhanced Edition of the first Baldur ' s Gate : [ Overhaul Games ] . The Game will include several new features like improved multilayer , four new party members , wide screen view and more . Index . Notable characters . Abdel Adrian / Gorion ' s Ward • Bruenor Battlehammer • Catti - brie • Drizzt Do ' Urden • Ellesime • Jarlaxle • Jon Irenicus • Regis • Sarevok Anchev Notable locations . Regions : Amn • Tethyr • Underdark • Hell Settlements : Athkatla • Brynnlaw • Suldanessellar • Trademeet • Ust Natha Landmarks : Spellhold Geography : Forest of Tethir • Small Teeth Pass • Umar Hills • Windspear Hills Notable organizations . Bregan D ' aerthe • Cowled Wizards • Cult of the Unseeing Eye • Harpers • Order of the Radiant Heart • Red Wizards of Thay • Shadow Thieves Notable creatures . balor • beholder • dragon ( red , black , silver ) • drow • duergar • elf • ghoul • golem • kobold • kuo - toa • lich • mind flayer • ogre • rakshasa • sahuagin • shadow • skeleton • troll • vampire • werewolf
Eight Million Gods The Eight Million Gods is an ancient religion practiced in Wa and Kozakura , and it is a collection of beliefs and practices that has evolved over human history since humans arrived in those island kingdoms . The rituals of the practice relate to a variety of nature spirits who are believed to inhabit the land itself . In Kozakura , the worship is open and accepted , but in Wa it is not encouraged by the Shogunate government . Within the practice of this religion , shrines are constructed at sites of particular natural beauty or significance in a local legend . The larger , more extravagant and powerful shrines are known as first shrines , and these are the temples that are supported by the Emperor or by a local noble house . More often than not , these shrines are built in older districts of cities and provincial capitals . The smaller shrines are known as regular shrines , and have been built and supported by the local peasantry . These shrines tend to focus on more practical dogma for the adherents , such as ensuring good harvests or warding against evil spirits . The dogma of each shrine is completely independent from the others , as each shrine generally reveres a certain spirit with their own beliefs and priorities . Many large shrines are devoted to the sun goddess or ( in Kozakura ) to the Emperor who is believed to been descended from the divine . Another notable goddess in Kozakura , one of the Eight Million Gods , is Chirasu , the goddess of stealth and patron of ninja and thieves .
Payit Payit was an empire in north Maztica . What is now known as Payit is only half of the ancient empire . Much of Payit is open savannahs of brush and grass , or copses of thin woods . Large expanses of agricultral land can also be found many part of the Payit country . Patches of dense jungle can also be found through out the land . Payit is a land pulled in three ways , firstly by its peaceful and scientific traditions of its forefathers ; secondly , by the warlike traditions and bustling trade that typified the empire of Nexal ; and thirdly , by the presence of the foreigners who have converted Ulatos into a bustling seaport , market , and garrison town . Trade routes extending west linking Payit to Pezelac and Kultaka .
Uyun al - Sartan Uyun al - Sartan , also known as the Eyes of the Crab , was an island in Jazayir al - Sartan . Geography . The island served as a hatchery for giant crab s infesting the lagoon . Landing on the island was a dangerous venture because the crabs were voracious carnivores that would swarm anything setting foot on the island .
Wyllowwood Wyllowwood is an area of Undermountain . Access . There are numerous ways to enter Wyllowwood , although none are immediately apparent . Malar . Many of the inhabitants of Wyllowwood worship the Beast Lord Malar . The area is well - suited to Malarites because it is near a large forest , yet underground and quite private . Most of the High Hunt s that are conducted by Wyllowwood ' s Malarite inhabitants are conducted in this forest . The hunt ' s winner is determined by the person who has collected the most shields and skulls in a one - month period , and Malar grants this person more powerful spells .
Nezram ' s emerald energy shield Nezram ' s emerald energy shield was an abjuration spell that caused the target to be covered by an emerald green hued layer of protective energy . Effects . This shield protected against effects causing deafness and sonic type attacks . History . This spell was presumably developed by Nezram .
Astral Sea The Astral Sea , formerly known also as Astral Plane , was the home of the gods in the World Axis cosmology model of the planes of existence for the Forgotten Realms . The Astral Sea was described as being " above " the Prime Material Plane and its two reflections , the Feywild and the Shadowfell . The Spellplague destroyed the World Tree and set the dominion s of the gods adrift to wander about in the silvery void . Access to the Astral Sea was accomplished through passages found in the world or using the proper ritual . Once in the Sea , travel was initiated by thought and was very similar to flying . In addition to the astral dominions , the Astral Sea could be used by powerful beings to create demiplane s by focusing on an idea and applying a strong will . Each demiplane had its own traits and physical laws as dictated by the one who created it , and was always smaller than an astral dominion . If abandoned , it will break apart and fade from existence just like an astral dominion . The Astral Sea is unique in that it is infinitesimal instead of infinite ; there is no space or time here , though both catch up with you when you leave . A common feature of the Astral Sea is the silver cords of travelers using an " astral projection " spell . These cords are the lifelines that keep travelers of the plane from becoming lost , stretching all the way back to the traveler ' s point of origin .
Night Knives The Night Knives was a small thieves ' guild that operated out of Selgaunt , Sembia . Organization . The guild numbered forty or so members with a mix of thieves , smugglers , fences and a couple wizard s and priests of Mask . The Night Knives were known to be infiltrated by both Zhentarim and Harper agents . History . The guild was destroyed when the Krollir Venasten , the guildmaster and a powerful cleric of Mask , summoned the greater dread Yrsillar in 1371 DR . Drasek Riven , a lieutenant of the guild and a secret member of the Zhentarim disrupted the circle of protection containing the demon , freeing it . It slew Krollir and possessed his body while he converted the Night Knives into lesser shade s and ghoul s .
Teshwave Teshwave was a small town in Teshendale in the Dalelands . Geography . The community was built along the River Tesh just south of the Dragonspine Mountains . Trade . The town was the largest trading community in Teshendale and was controlled by the forces of Zhentil Keep . Defense . While Teshwave was protected by tribes of orc s , gnoll s and ogre s , Zhentil Keep had a reserve of two to three thousand troops to defend the town .
Fire Fountain The Fire Fountain was a fountain of flame at the center of the city of Myth Nantar , in Serôs . The mythal of the city allowed for surface - only effects , such as the fountain ' s ability to shoot flames , which would otherwise have been impossible underwater . The fountain also warmed the water inside the city .
Time conduit Time conduit is an incredibly rare , powerful spell that allows the creation of a very short - lived portal backwards through time . It causes items that are anachronisms in the destination time to be removed , only restored into existence on the bearer ' s return to his or her own time . Pages from spellbooks or scrolls that refer to spells not yet in existence become blank , only being restored if the bearer travels forward in time again . It is possible for the caster to decide upon the destination time and culture , and this can potentially create the other end of the portal at any rough location the caster chooses . Drawbacks . The spell causes those traveling through the portal to age by one year , but their stay in the alternate time cannot last more than thirty days . The portal will always take the time travelers to the first day of the destination year , and will always return them on the last day of the original year . Beings cannot exist in two places at once on the timeline , so it is impossible to travel to the same destination time twice , and an attempt to do so will cause the spell to fail catastrophically . Materials . In order to cast the spell , the caster must possess the scales of three dragon s , one of each alignment . He or she must also possess the dust from a dead time elemental , and some soil or stones from the destination time . The caster must also have researched the destination time to gain a thorough knowledge .
Haerldoun Haerldoun , also called " Hawkmaster " , was a human man and a professional mercenary and adventurer . He was once the owner of Haerldoun ' s Helms and Shields in the city of Wheloon in Cormyr . History . Haerldoun was a professional mercenary warrior , and became a veteran of many battles . He was also a member of a chartered adventuring company . In Wheloon in Cormyr , the company bought a store ( formerly a haven for smugglers ) as a sideline investment , which Haerldoun developed as a business importing helms and shields . It was called Haerldoun ' s Helms and Shields . His niece , Albhaera Haerldoun , managed it under his supervision . Haerldoun was in Daggerdale battling orc s , bugbear s , and trolls that were in service to the Zhentilar when he suffered a serious injury . He returned to Wheloon and rented a house not far from Helms and Shields , where he recuperated and watched over the business in the Year of Shadows , 1358 DR . There he was available to train other warriors . Albhaera later took over from Haerldoun as proprietor of Haerldoun ' s Helms and Shields by 1369 DR . Abilities . Haerldoun was a veteran warrior . He was particularly skilled at scouting , command , tactics , and organization , and very wise . He was tireless and cautious against his foes . He was very familiar with the lands of the Dragon Reach . Relationships . Haerldoun was uncle to Albhaera Haerldoun . He doted on her , and if anyone harmed her he was likely to track them across Faerûn to take revenge .
Najib al - Dhi ' b Najib al - Dhi ' b was the leader of the Dauntless Mamluk Society in Huzuz in 1367 DR . Activities . His duties kept Najib at court for much of his time , where he took orders directly from the Grand Caliph Khalil al - Assad al - Zahir .
Emthrara Undril Emthrara Undril was a female human Harper who worked as a dancer at The Laughing Lass tavern in Suzail to maintain her cover . Appearance . Emthrara was beautiful with long blonde hair . Background . Emthrara once defeated and took apart a clockwork horror , so she was called by Laspeera Inthré to help analyze the remains of the abraxus during the abraxus affair in 1369 DR . Possessions . Emthrara wore a silver locket around her neck that contained a tiny silver harp , the sign of a Harper . Personality . Emthrara was proud of the fact that she had met Elminster and he paid her a compliment about her dancing .
Al - Iltifat River Al - Iltifat River was one of the mightiest rivers in the Cities of the Ancients in East Zakhara . Geography . Al - Iltifat wound for hundreds of miles from the fringes of the barren Haunted Lands , through the jungles of the Ruined Kingdoms before finally emptying into the Crowded Sea where it met the Salt Jungle . Description . The course of the river changed constantly as it meandered through the terrain on its way to the sea .
Shackles of the Past " Shackles of the Past " is the 13th issue of the " Advanced Dungeons & Dragons " comics series set in the " Forgotten Realms " and published by . It was written by Dan Mishkin , drawn by Jan Duursema , and edited by Elliot S . Maggin . It is the first part of " Spell Games " , which related Vajra Valmeyjar ' s past and relationship to Conner and revealed the mystery of the cat child . Appendix . Reprints . This issue was reprinted in the Dungeons & Dragons Classics , Vol . 2 trade paperback by in October 2011 .
Chaos sphere The Chaos sphere was a group of spells granted to cleric s that followed deities of bad luck and trickery and to chaotic crusader s . These spells increased entropy , mischief , and confusion in the world . Spells in normal text were listed in the Tome of Magic 2nd edition . Spells in italics were added to the Chaos Sphere in the sourcebook .