naist-nlp/zeshel huggingface dataset:
Gannayev - of - Dreams Gannayev , or Gann - of - Dreams , is a hagspawn spirit shaman from Mulsantir who aids the Kalach - Cha during the events of . Personality . As a constant wanderer who had never felt attachment to anyone , Gann can be charming and acerbic all at once . He dodges questions with clever remarks , but is nonetheless a trustworthy companion who accompanies the Kalach - Cha in the quest . He enjoys casual banter , and can appear to be quite vain , despite his abilities to " see spirits " . He is very aware of his appeal to the females and uses this to his advantage , but seems to have become a sort of a pariah amongst the Mulsantir farmers with daughters and wives . As a faithless , Gann holds the deities in contempt , seeing them as master manipulators , and has more faith in spirits instead . Despite this , he seems to be greatly troubled when he encounters the Wall of the Faithless . History . Gann ' s history becomes clear during the events of the campaign ; his mother , Gulk ' aush , was a Night hag from Coveya Kurgannis who had betrayed the sisterhood by falling in love with a human male . As a punishment , the hag was forced to consume her lover , and the infant Gannayev was cast out into the wilds of Rashemen . He is very bitter about it , believing that his parents did not love him , but is shown the truth in when the party chances upon the mad hag . They eventually reconcile , much to Gulk ' aush ' s joy , but Gann never meets Gulk ' aush again during the campaign . During Campaign . The Kalach - Cha and Safiya chance upon Gannayev when they are trying to recruit anyone who is willing to aid the protagonist against Okku the bear god , who had marched upon the gates of Mulsantir to fulfill his oath to stand guard against the Spirit Eater . Gannayev was the only one who agreed to join , and proved instrumental for their victory . Later on , he proved to be instrumental again when he used his talents as a dreamwalker to escort the player into the dream sequences where Akachi ' s dream fragments lie dormant . He eventually accompanies the player into the Fugue Plane , where the player must decide whether to wage war against the Kelemvor , the God of Death who reigns supreme on the plane , or side with him and quell the rebellion . Final Fate . Gann ' s final fate is dependent on the influence of the player and romance status . Specialty . Gann is a skilled shaman , giving the player edge to many of the spirits encountered in the campaign . As a hagspawn , he has darkvision , and can also spontaneously cast many druid spells .
Nada al - Hazan Nada al - Hazan was an island chain in the Crowded Sea south of Zakhara . Among the wild archipelagos of the sea , it was the island chain best explored and most settled by enlightened Zakharans . Located south of the Golden Gulf , between Jazayir al - Sartan , the island of Harab , and the Steaming Isles , Nada al - Hazan was a convenient entryway into the Crowded Sea , giving it the title the " Silver Road " . The islands were mainly rocky outcrops of the sea with low vegetation . Geography . From the northernmost group of islands , the Masud Jazayir or " Fortunate Isles " , with the main port of Bandar al - Sa ' adat , civilization became declined down the island chain . Following were al - Zabdiyat ( " the Bowl " ) ; Tawil ( " Long " ) ; Dirs ( " Jaw - tooth " ) , lying apart from the main chain to the northeast ; and Jazirat al - Sayyad ( " The Hunter " ) . At the end lay Jazirat al - Gawwar ( " Island of the Whirlpool " ) , which was inaccessible by ship as an unpredictable whirlpool could appear anywhere around the island to doom mariners , giving the whole island chain its second sobriquet , the Strait of Sorrow . Inhabitants . As an outpost of Zakharan civilization far away from its centers , many inhabitants were descended from less - than - reputable forebears , so the islands retained a frontier character where the Law of the Loregiver was interpreted very loosely . Trade . The islands produced a number of different fruits and seeds as well as cotton . They also had ship - building capabilities .
Dragon magazine 179 " Dragon " issue 179 was released in March of 1992 . It contained the following articles related to the Forgotten Realms : Picture This ! This article features magic al paintings , two of them by wizard - bard Glorindel of Waterdeep . 7 Enlightening Lanterns . This article describes seven lanterns imbued with magic powers by Faerûn ian wizards . Wonders of the Land of Fate . This article has new magical items and item variants from Zakhara as well as item tables for the Al - Qadim campaign .
Kassawar Plickenstint Kassawar Plickenstint was the main deep gnome delegate in Mantol - Derith in 1372 DR . History . Kassawar was the representative of Blingdenstone in the merchant outpost of Mantol - Derith . After 1371 DR , he was chosen as the representative of Luruar , but the deep gnomes there produced a smaller portion of goods than before . So Kassawar had little to do and spent a lot of his time just staring at nothing . Personality . Kassawar greatly suffered for the loss of his home city and spent most of his time in mourning .
Al - jahar Al - jahar , or dazzles , were sinister creatures found in Zakhara , the Land of Fate , who masqueraded as beautiful humanoids . Description . The true form of a dazzle was that of a winged humanoid - shaped mass of sparkling light and waves of heat . Combat . Dazzles could cast " delude " and " non - detection " at will . Hakima s , genie s , and gen had a strong chance to see through their disguises , so they avoided them whenever possible . Al - jahar avoided direct combat , but fueled the emotions of others around them to fight in their stead . They used the following spell - like abilities to accomplish this : " charm person " , " friends " , " hypnotism " , " taunt " , " confusion " , and " ventriloquism " . If discovered , a dazzle would revert to its true form and attempt to fly away . It could use " light " , " shocking grasp " , " blindness " , " rainbow pattern " , and " domination " to assist with its flight . Habitat / Society . Al - jahar were usually found within large cities where they had easy access to prey and could blend in with the population . They used several disguises , each with its own personality . Dazzles were highly territorial , attacking others of their kind who intruded uninvited . The origins of al - jahar remained unknown , though many believed them to originate within the Haunted Lands or Ruined Kingdoms . These creatures did not breed in the normal fashion . Ecology . Since these creatures consumed emotions , they had little physical effect upon their environment . If a dazzle exercised caution , most victims never knew they were being fed upon . Their blood could be used to create a potion of delusion or other magical items with mind - affecting properties .
Puttak Puttuk was an Iulutiun village in the southern region of Alpuk known for its domesticated kupuk . Geography . Puttuk was located on the Utaak Stream , northeast of Taak Lake , about 40 miles ( 64 kilometers ) from the Lugsaas Chain and 50 miles ( 80 kilometers ) from the Surykyk Range . It was a relatively isolated village . Culture . Puttak had a population of about 350 persons in 1359 DR . Much of its culture revolved around its famous kupuk . These kupuk were taken from either of the nearby mountain ranges and domesticated and trained . Within Puttak , kupuk were treated as if they were equal citizens of the community , even sharing food and living space with the Iulutiun villagers . When a kupuk died , it even received its own " equkoku " ceremony . Kupuk had their own burial ground on the east side of the village . Another kupuk - related tradition of the village was its birth ritual . Oldest daughters would seek to give birth at Mount Akka , despite the long journey to that mountain and the accuracy of predicting the day of birth required . That mountain was also known as a primary kupuk nesting site . If any of the kupuk eggs found within the caverns of Akka were to hatch at the same time as the woman delivered her child , the kupuk pup would be treated as a sibling to the new baby and raised as a full member of the family . Government . Like other Iulutiun villages , Puttuk was advised by an " iquemelum " , or village council of elders . Defenses . Puttak had a particularly secure defense system that involved the use of warning signal stations known as " obii " . " Obii " were ice towers 20 to 50 feet ( six to fifteen meters ) high and surrounded the entire village in multiple circles 50 yards ( 46 meters ) apart . Each " obii " was guarded by a lookout , called an " ejobii " . If an " ejobii " spotted danger , he or she would ring a warning bell , called a " jakobii " , which was made of wood and bone . When the villagers her the sound of ringing " jakobii " , they would herd the kupuk into hiding places below ground . The village also periodically hired hunters from the village of Imajuvisik in the northwest . In exchange for trained kupuk , these visiting hunters would scour the surrounding region of dangerous predators . Trade . Ulutiun s from all over the Great Glacier would travel far to trade for the famous Puttak kupuk , which were healthy , loyal , and obedient .
Loviatar Loviatar ( pronounced " loh - VEE - a - tar " ) , also known as The Maiden of Pain and The Willing Whip , was the evil goddess of agony and was both queen and servant to the greater god Bane . Loviatar was a cold - hearted bully , calculating and despotic ; she was the master of inflicting physical and psychological suffering and her portfolio included Pain , Hurt and Torture . Her symbol was a nine - stranded whip , with barbed strands . Worshipers . Bringing pain and suffering was the aim of all Loviatans , either through physical torture or sometimes more subtly and psychologically . Beauty , intelligence and acting were useful attributes of a Loviatan , but the ability to fully understand someone was the best skill a Loviatan could acquire , as knowing someone fully could help a Loviatan inflict maximum pain , one way or another . Loviatar ' s followers were encouraged to wipe Ilmater ' s followers from the face of the Realms . Loviatans often engaged in self - flagellation , often in the morning when praying for spells . They celebrated each season with the " Rite of Pain and Purity , " a ritual that involved followers dancing on glass , thorns or barbed - wire while being whipped by higher - level Loviatans . A smaller ritual occurring every twelve days involved followers passing their bodies through the flames of candles . During warfare , priestesses of Loviatar scourged their naked shoulders or tore their cheeks with their nails to evoke magic . Pain is the simple name given to a high level Loviatan cleric . The faith of Loviatar was the state religion in the country of Dambrath . The Crinti priestesses their had their own secret religious language , known as the " Maiden ' s Tongue " . These monk s of the faith of Loviatar were named in honor of the token granted to their founder by Loviatar and held in the home abbey near Calimport as a relic . Relationships . Once a follower of Bhaal , Loviatar was affiliated with Malar and Talona and had fallen under the sway of Shar , though the return of Bane changed this , as she once again served as his consort . Loviatar ' s portfolio conflicted most with that of Ilmater , because Loviatar despised those who helped others . She also hated Eldath and Lliira for offering rewards without any suffering to achieve them . Appendix . Inspiration . " Loviatar is based on , originally appearing in AD & D 1st Edition ' s " Deities and Demigods " . "
Bastard sword A bastard sword , also called a hand - and - a - half sword , is a weapon that is in between a longsword and a greatsword . Description . A bastard sword can be used in either one or two hands , thus giving it its name . It has a longer grip than a one - handed sword and has a shorter blade than a greatsword for extra precision in the strike . It is also more powerful than a longsword due to its increased weight . An average bastard sword costs 35gp and weighs 6lbs ( 2 . 7kg ) . Use . Bastard swords are martial weapons normally used two - handed . They require extra training to use effectively with one hand . Therefore they are classified as exotic weapons in 3rd edition and 3 . 5 edition D & D when used one - handed . Historical Comparison . Historically , the " bastard sword " was merely a form of Western European sword sized between the single - handed knightly or arming sword , and the larger two - handed longswords . The only functional difference is that the bastard sword could be readily wielded either one or two - handed ( whereas the arming sword was designed for single - handed use and the longsword was most effectively used two - handed ) . Otherwise , these swords were wielded identically to their smaller and larger relations and would require no special training . Notable bastard swords . Fatal Touch , the bastard sword of Kelemvor . Ever Watchful / Vindicator , the bastard sword of Helm , Gedrin Thalavar and Kalen Dren . The Moonsword of Eilistraee . The acidic burst bastard sword of Graz ' zt .
Kevin Olwynson Kevin Olwynson was the baron of the city of Dralpur in Ulgarth around 1367 DR , known as a crafty leader . He was a former ranger who once wandered the realm of Ulgarth , the Utter East , and the Dustwall Mountains , before he became baron . He secured the loyalty and skills of the 500 warriors who defended the town by paying them well with gold .
Undermountain : Maddgoth ' s Castle Undermountain : Maddgoth ' s Castle , written by Steven E . Schend , was released by TSR , Inc . in 1996 . It is the second Dungeon Crawl adventure , set in the largest , most dangerous dungeon in the Forgotten Realms : Undermountain . The adventure is meant for 4 - 8 characters , levels 7 - 10 .
Korai Anteki Korai Anteki was a machi - yakko leader in Wa around 1357 DR . History . Anteki was the son of Korai Urushi , a modest rice merchant in Iiso . However , when Anteki was young , customers mysteriously stopped going to his father ' s shop . Ruined , Urushi sold his business to Osahichiro Yoto , Iiso ' s largest rice trader . Anteki became convinced that the ruining of his father ' s business was a government plot and joined a machi - yakko group . In time , he became the leader of the group thanks to his skills and started a private war against the local businessmen , especially Yoto .
Noromath Noromath was a in name only , being the western half of the elven territory of the great Wealdath forest of Tethyr . Etymology . The name " Noromath " is Elvish for " Legacy of the North " . It was called such by the Elmanesse elves of the forest . Geography . Noromath ' s official borders were east of County Greenshores , south of Amn , west of Durmista , and north of County Uluran ; however , the elves cared little for such human distinctions . Population . Noromath was the original home of the Elmanesse tribe of elves , who were refugees from Myth Drannor . Green elves from the Suldusk also occupied the region , since the tribes were unified . The major population of the western half of the forest , however , was composed of goblin s , hobgoblin s , centaur s , and satyr s . A small population of humans lived in the town of Brost on the outskirts of the forest to the north . Government . In 1370 DR , Allain " Foxfire " Kevanarial was the official representative of the Elmanesse tribes to the Tethyrian court . While officially a duke , he did not consider himself a duke at all , and he refused to declare any place his ducal seat .
Daern Daern of Hawksroost was a warrior from the village of Hawksroost in the Ride in the late 13th and early 14th centuries DR . History . Daern became a devoted companion of Flaergon of Glister , a priest of Ilmater who dedicated himself to assisting miners and caravan - workers in the frozen north of the Moonsea lands . Flaergon was also the bearer of the " Tome of Torment " , one of holiest books of the Ilmatari faith . After Flaergon died of a fall in a chasm near Whitehorn in the Year of the Claw , 1299 DR , Daern took the " Tome of Torment " across all of Faerûn back to the House of the Broken God temple in Keltar , Calimshan . Daern presented the " Tome " to the High Mistress of Worthy Suffering , Althea the Abased . Daern ' s devotion so moved Althea that she named him an honorary Brother of the temple . Daern became Althea ' s personal bodyguard , but his duties consisted largely of carrying the frail , crippled priestess around . Althea the Abased finally passed on in the Year of the Gate , 1341 DR , and Daern mourned her passing . He was given a new role as Guardian of the Tome , defending the artifact he ' d once traveled so far to deliver . Unfortunately , within a year , Daern was murdered one night by a semi - monstrous man — Althea ' s predecessor , Bloirt Waelarn — who stole the " Tome " and escaped . The Ilmatari remembered Daern and his long journey in the saying " long and strong as Daern ' s devotion " .
Fields of the Dead The Fields of the Dead are the rolling hills east of Baldur ' s Gate between the Winding Water and the River Chionthar on the Sword Coast . Kings Strohm IV and Samyte of Tethyr were buried here . History . Centuries ago ( before the founding of Amn ) this land was a favored battleground for control of the lands north of Calimshan . Bones still litter the field and cairns of the dead are everywhere . Now used for farming and ranching , plows occasionally turn up skeletons in rusting armor , weapons , and other detritus . In 1264 DR , thieves stole the " Shield of Silvam " and the " Royal Masque Blades " from the tombs . Appendix . Notes . Map
Nalavarauthatoryl Nalavarauthatoryl or Nalavara , formerly the elven wizard Lorelei Alavara , was an elf - dragon . History . She swore vengeance on the Obarskyr name and all humans in Cormyr after a member of the Obarskyr family slew her lover . In 116 DR , a group of five human Cormyr ean wizards cast binding spells , specifically keyed to the elf - dragon , and imprisoned her in the Grodd demiplane . In the casting , two of the wizards gave their lives to empower the final words of the spell . In the process , several of Nalavara ' s companions were also cast into a parallel dimension . She was later freed by the magic of Vangerdahast , Cormyr ' s Royal Wizard . She brought with her the Grodd goblin s , a tribe of goblin s from the city of Grodd . She was also responsible for the creation of ghazneth s from the long - dead members of the royal family who had betrayed Cormyr in some way . She was the primary force behind the Goblin War . In 1371 DR , Nalavara and King Azoun IV fought and finally killed each other .
Lords of the Nine Heavens The Lords of the Nine Heavens were members of the Lotus Court , the ruling body of government for the Yikarian Empire in 1367 DR . Activities . In reality , only two members of the Lords of the Nine Heavens amounted to anything more than lackeys of the Emperor of the Lotus Throne . These were the Emperor ' s consort and his most skilled general .
Burto Milibuck Burto Milibuck was an insane halfling thief in Yûlash in 1357 DR . History . In 1357 DR , Burto was scavenging in the ruins of the city when he saw the avatar of Moander that escaped from Yûlash . From that day , he saw vegetable monsters everywhere .
Kyone veldrin Kyone Veldrin , meaning " alert in the shadows " , was a fighting style taught among drow , that was about drawing maximum advantage out of their ability to cast " darkness " . Description . As the name " alert in the shadows " suggested , the fighting style was keeping one ' s senses in shadows , in this case a drow ' s natural ability to cast " darkness " . It was special because it wasn ' t about the usage of specific moves or weapons . Drow in general used their " darkness " ability for deception and battlefield control purposes during combat . A user of this style fought within the " darkness " while remaining more alert and aware about the surrounding than an enemy , thus limiting the own disadvantages to fight in the " darkness " while mitigating the advantages of the enemy in a fight in the sightless field . User of this style often cooperated with users of the " luth alur " style forming entire teams . The " kyone veldrin " users fought in the " darkness " and the " luth alur " users shot those who left down . Training . As the name suggested , would - be users needed to be more alert to pinpoint the location of enemies while being blind . Furthermore , drow were as blind in their own " darkness " as their enemies . Part of the training was it thus to learn how to fight while being blind . Appendix . Background . The style was based on the Blind - Fight and Alertness feat in 3 . 0 - edition " Dungeons & Dragons " .
Death dealer Death dealers are deadly rogue s who have made killing into their living . Experts at their job , death dealers are rightly feared and experienced adherents to the path are extremely difficult to defeat in combat . Though death dealers aren ' t necessarily evil , they skirt the path of sadism , making it difficult for any to truly be " good " . Culture . The motivations driving a death dealer can be innumerably variable , though most would admit that all death dealers , regardless of their origins , are " born " killers and are at heart , a little bit sadistic . Still , most death dealers realize that what they do is dirty and few take the path lightly , driven to it by reasons as varying as religion , ambition , or vengeance . Many , but not all are professionals , fighting either as gladiator s or professional monster slayers . Even those who aren ' t typically view their work as though they were , if only to lengthen their longevity further , starting fights only if provoked and once enraged , giving no quarter unless defeated or interested in furthering their reputation through suvivors ' tales of horror . Death dealers , by the nature of their profession , have few ideas of honor in combat or " fair " play . Any fighting is dirty , they profess , maintaining that smart warriors know to use any advantage they possibly can to get an edge over their opponent . Poison , pain , or just a straight - up face to face confrontation are all viable tactics in a death dealer ' s philosophy and it is this attitude , along with their unique abilities , that unite death dealers as a group . Likewise , once a fight has begun there is little chance of expecting either mercy or surrender from a death dealer . Abilities . Because their philosophy often revolves around the use of " dirty " tactics , death dealers pick up more than a few tricks as a part of their fighting regimen . These allow death dealers , universally , to put their foes at a disadvantage since their techniques are typically unpredictable and difficult to defend against . Likewise , death dealers learn to enhance their own edge even as they deprive their enemies of theirs , dealing deadlier blows after a particularly invigorating action . So good and so comfortable do experienced death dealers become in these methods that , as the battle rages on and they begin to deal the last blows to a dying foe they become enthralled and rejuvenated , ignoring their own pain at the expense of their enemy . Death dealer exploit s are just as disreputable as their wielders , building upon the philosophy of fatalism and suffering that death dealers embrace . " Sizing strike " is an exploit learned early on by death dealers that rattles their foe ' s nerves while also temporarily invigorating the death dealer , making them more yet more deadly . " Gruesome kill " , another technique , relies upon the dreadful reputation and indisputable skill of a death dealer to instill fear within the hearts of a death dealer ' s enemies , putting them at a disadvantage .