naist-nlp/zeshel huggingface dataset:
Phaikkul Phaikkul was a female half - dragon kir - lanan and the leader of the Screeching Wing in the Wailing Cliff . Description . Her dark grey scales were large and thick , especially on her back and chest . Long , sharply pointed horns rose over her temples and her eyes glowed an emerald green . Large frilled ears and a spiny crest that ran along her back and down her thick tail highlighted her shadow dragon heritage . Personality . Softly spoken and subtle , Phaikkul held her subordinates in check with her focused intensity . Abilities . Thanks to her half - shadow dragon heritage , Phaikkul was physically stronger than her other kin and could also expel a cone of billowing shadows to sap the life of her foes . Although a powerful fighter , Phaikkul was a wary combatant ; despite her impressive dragon blood she was not adverse to fleeing combat to seek refuge with her father , Glouroth . Possessions . She wore a set of " gauntlets of ogre power " that further augmented her considerable strength and a " ring of protection " + 1 and a " chain shirt + 2 " . Furthermore , Phaikkul and her Screeching Wing profited from the drow refugees fleeing Maerimydra and amassed a cache of coins and jewelry . Relationships . Phaikkul ruled her wing with an iron fist but her draconic heritage garnered her more respect than her suspicious personality would normally allow . In addition she had something of a rivalry with the leader of the Howling Wing , Ghindul . Like many of the other kir - lanan of the Wailing Cliff , Phaikkul paid tribute to Glouroth the shadow dragon that laired there . History . At some point after 1358 DR , a group of kir - lanan came to the Wailing Cliff and fell into the service of Glouroth , a shadow dragon who laired there . Over the years , Ghindul arose as the leader of the kir - lanan and they operated as enforcers for Glouroth , offering up their gains to the dragon . Soon however , a divide among the kir - lanan emerged when Glourorth sired a daughter , Phaikkul , from among the kir - lanan . The kir - lanan of the Wailing Cliff split into two groups , the Howling Wing and the Screeching Wing , led by Ghindul and Phaikkul respectively . Occasionally , individual kir - lanan would shift between the two groups through the years . By 1372 DR , these groups had settled into an uneasy relationship , with neither inclined to help out the other in battles . Although Phaikkul was arguably the more powerful leader , the natural suspicion of outsiders ( even half - breeds ) harbored by the kir - lanan meant that Ghindul ' s Howling Wing remained the larger of the two bands . During the Silence of Lolth , Phaikkul ' s kir - lanan were among those that exacted tribute from the drow fleeing the fall of Maerimydra .
Instruments of the jann The instruments of the jann referred to a legendary collection of extraordinary magical musical instruments created by members of the major genie races . History . The various instruments were created to honor the ascension of each new jann chieftain of the High Desert . With each new ascension , the genie races collaborated to create a full " takht " of instruments including an " ' ud " , " nay " , " rababah " , " riqq " , and " qanun " . It was widely believed that the genies undertook marvelous quests in order to obtain the rare materials needed to craft the magical instruments . During the jann ascension ceremony , these special instruments were played by the most skilled mortals in Zakhara . Some of the musicians volunteered , but others were sometimes taken against their will if their skill was great enough . The music performed by the " takht " was said to be so awe - inspiring that the mortal musicians , as well as any other mortal within hearing range , ran the risk of becoming deaf for the next decade . All musicians were rewarded with valuable gems and treasure whose value was estimated at 10 - 60 , 000 dinar s , but the musicians were left in the desert to fend for themselves after receiving their reward . The " Amir " of the jann kept the instruments until his death , at which point they were scattered to the four winds as custom demanded . As of 1367 DR sages believed that 20 - 40 sets of these wondrous instruments had been scattered across the sands of the Land of Fate .
Secure Secure was an arcane alteration spell that protected a door , portal , or chest from being opened or passed through , although it could eventually be physically destroyed . Effects . This spell prevented even the caster from opening a chest or passing through a door or portal that had been " secured " . The only known means for removing this spell were by a successful " dispel magic " , powerful spells such as " limited wish " , or potent magic items like " chimes of opening " . Otherwise , the object was impervious to fire , cold , electricity , and " knock " , as well as spells that altered the material of the protected area , such as " dig " , " reduce " , " transmute rock to mud " , and " vanish " . Any attempt to place a " glyph " , " rune " , or " symbol " on the " secured " object resulted in immediate triggering or detonation of those effects . If " detect magic " or similar divination spells are used , they would register strong alteration magic in the area protected by this spell . This spell was permanent until dispelled and could be applied to one chest or an area up to 10 ft ( 0 . 93 m ) per level of the caster . In addition to its other protections , the object or area was impervious to physical damage for a number of minutes equal to the caster ' s level . After that , the object or area could be successfully damaged by physical force and eventually destroyed . " Secure " did not prevent dimension hopping , so a " dimension door " or similar movement spell could get through a protected door or portal , but , in the case of a portal , a dimensional traveler would not be taken to the portal ' s destination , merely to the other side of the portal . Components . In addition to verbal and somatic components , this spell required something small made of iron and a semi - precious gem of any type . History . This spell was published in " Volo ' s Guide to All Things Magical " and became generally known to the magical community .
Daraq Daraq were the Zakhara n counterpart to the common buckler . Description . Small , and light , these shields were favored by the desert warriors of Zakhara . Common daraqs were made from laminated hide or tortoise shell , but sturdier metal versions were available as well . Prices . The buckler sold for around 1 gp and weighed around 2 lb in the bazaars of the Land of Fate .
Line of protection Line of protection was a cooperative abjuration spell that formed a field of force between two or more priests , or two or more stationary objects , that harmed all creatures passing through it , particularly evil and undead creatures . The reverse of this spell , line of destruction , was particularly painful to paladin s and good - aligned creatures . Effects . Two or more priests were required to cast this spell and had to decide during casting if the effect would be stationary or movable . If stationary , each priest drew a magical sigil on facing surfaces ; opposite walls , two tree trunks , or facing supports of an arch or portcullis , for example . If the effect was to be mobile , then each priest became an endpoint ( or an intermediate point , like a fence post ) of the field of force . The distance between two adjacent sigils or priests was a maximum of 90 ft ( 27 . 4 m ) , and once cast , could not be shortened or lengthened , forming a piecewise linear barrier . The shimmering , translucent field of force extended from the ground to a height of 10 ft ( 3 . 1 m ) and made objects on the other side hazy and indistinct . Any creature that passed through the field had to overcome the magic of the spell or suffer a small amount of damage . The " line of protection " was more than doubly effective on evil creatures and the undead . Creatures could fly over , burrow under , go around , or even " teleport " through the barrier with no ill effect . If cast to be a movable barrier , the priests could move at half their normal rate and were forced to maintain the same distance apart as set at casting time . The field could not be bent and if any object greater than 5 ft ( 1 . 5 m ) in diameter blocked the line of sight between two adjacent priests , the spell was immediately broken . When cast in reverse , " line of destruction " functioned the same as above except paladin s and good - aligned creatures took extra damage . Components . In addition to verbal and somatic components , the priests casting the mobile version of this spell had to hold their staves , croziers , or religious standards vertically , forming an anchor or corner of the force field .
Time of Troubles The Time of Troubles , also known as the Arrival , the Godswar and the Avatar Crisis , was a cataclysmic time period in the chronology of Faerûn . Taking place during 1358 DR , the Year of Shadows , the Time of Troubles was a period during which the deities of Faerûn were forced to walk the earth in their mortal avatar forms . Several major deities died during the Time of Troubles ( see Deaths , Ascensions , and Resurrections ) and a handful of mortals rose to divinity . Summary . The Time of Troubles was precipitated by an attempt by the gods Bane and Myrkul to steal the Tablets of Fate from the overdeity Ao . Angry at the gods for their habitual pursuit of power and negligence toward their mortal faithful , Lord Ao relegated every god ( except for the guardian god Helm , selected to protect the gates to the heavens ) to walk among their followers on the earth . The immediate effects of this edict were threefold . First , divine magic ( spells granted to clerics by their patron deities ) ceased to function altogether unless the cleric was within one mile of their deity ' s avatar . Second , arcane magic ( a force channeled from the Weave by wizards and sorcerers ) ceased to be regulated by its steward , Mystra and became dangerously unpredictable . Third , the characteristically immortal and aloof deities were now vulnerable ( though still devastatingly powerful ) and dwelling among the civilizations of Faerûn . Deaths , Ascensions , and Resurrections . The Time of Troubles was a time of significant turnover among the gods of the Faerûnian Pantheon . Several deities were " destroyed " ( see below ) during this period . The following are deities who were killed or incapacitated during the Time of Troubles : However , death is anything but permanent in the Forgotten Realms , and many of these deities have in some way circumvented their own destruction : Furthermore , a selection of mortals were chosen by Lord Ao to ascend to the heavens to fill the void left by those deities who died : Finally , Lord Ao lifted the barrier that prevented the Mulhorand i god - kings from reuniting with their divine selves on the Outer Planes . The physical incarnations of the Mulhorandi gods departed Faerûn and left governance of the empire to mortal rulers under their guidance . Other Appearances . Aside from those slain or risen to divinity , several deities ' avatars appeared all over Toril .
Temple of the Nine Travelers The Temple of the Nine Travelers was one of the newer buildings in Manass in 1367 DR . It was a temple devoted to the Faith of the Nine Travelers , in particular to the Giants in Gray . Faith . It was home to a small sect of the Nine Travelers faith originating from Shou Lung that worshiped the Giants in Gray themselves . Visitations of the Giants in Gray were said to presage immense tragedies . Inhabitants . A Shou settler named Li Dawchyuan managed the temple . Many Shou travelers made a point to stop and visit the temple since it was a good place to catch up on gossip from Shou Lung . Activities . The Yellow Mountain Sect in Manass kept a careful eye on the Temple of the Nine Travelers since they were not sure if this " new " religion from the east was a threat to their goals .
Know customs Know customs was a divination spell that allowed the caster to acquire knowledge about local laws and customs from a local resident . Effects . The caster had to be within 30 yd ( 27 m ) of a person who had the knowledge being sought . The person could be asleep or unconscious , but not an infant , insane , or dead . If the target did not resist the spell , the caster gained general knowledge of how to navigate the social waters of the tribe , village , town , or settlement to which the target belonged . In addition to local laws , customs , and the practice of etiquette , the caster could learn about important festivals or holy days , and specific but widely known things like the password to tell the guards at the main entrance to a city . After successfully gleaning local knowledge , the caster was granted a slightly more favorable reaction by any indigenous people encountered . Components . This spell required only verbal and somatic components to cast .
Earth Node An Earth Node was a geological anomaly beneath the surface of Faerûn . They usually existed only at points were the invisible streams of arcane magic that permeated Faerûn intersected . Those creatures in tune with arcane magic could sometimes sense the presence of a node . The power field of nodes varied from approximately 30 feet ( 9 meters ) to 1 / 2 mile ( 0 . 8 km . ) Description . The physical form of Earth Nodes varied but could take the form of a giant geode or a strangely regularly shaped cavern . Uses . Some arcane casters were able to tap into the power of a node and occasionally nodes could be used as teleportation devices .
The Fine Gold Chain The Fine Gold Chain was a popular adventurers ' club in Memnon . Location . This club was located in the northwestern drudach of the south - central sabban of Memnon . Structure . The Fine Gold Chain was nearly impossible to miss for a visitor to Memnon , owing to its unique architecture . The sandstone building was constructed to look like a castle right out of a fairy tale . It had rounded balconies , precarious bridges , and narrow turrets . Interior . The interior decor included carved gargoyle s , which were often used for hanging customers ' hats . Atmosphere . The club was open to current and future adventurers and those desiring to learn about an adventurer ' s lifestyle . It was bustling with activity both night and day . Services . The club was expensive , but everything was of excellent quality . Foods included an assortment of rare monster meats . The location was a site for recruitment sessions for adventuring companies and caravans . The latter groups commonly were seeking folk willing to serve as caravan guards on the journey across the Calim Desert . Retired or jobless adventurers would put on performances here or model for painters , and one could usually find members on staff who could appraise or repair weapons and armor . The bards ' tales told here were always of legendary proportions . Inhabitants . The proprietor , Jalavaerra Ishtra , was herself a retired adventuress .
Mosque of Bountiful Jisan The Mosque of Bountiful Jisan was located in Huzuz in 1367 DR . Location . This temple could be found in the Pilgrims ' District of the City of Delights . Structure . This mosque was one of the most lavish of all the temples to Zakhara ' s great gods . Valuable tapestries , statues , and other symbols of wealth decorated the interior . The vault contained a veritable dragon ' s hoard of treasure . Inhabitants . High Priest Imam Moral was the head of the mosque . He supervised over 250 lesser ranking priests of Jisan and other laymen . A tasked guardian genie and a dao watched over the mosque ' s vault . Activities . The mosque of Jisan lent money to well - qualified applicants . All visitors to the mosque were expected to make a donation to honor Jisan . Generous donations guaranteed one a fine seat for a ceremony . The bounty of Jisan concluded every ceremony . Priests summoned rain to moisten the faithful before servants brought food and wine for a feast . Proper form included only eating a little food during the feast . The faithful were encouraged to take food to give to beggars on their way home .
Ed Greenwood Ed Greenwood ( born 1959 ) is the creator of the Forgotten Realms . He first began in 1967 , writing fiction set in his imagined world . He created the Forgotten Realms Campaign Setting for his own D & D games in 1975 , and its popularity with other gamers through Dragon Magazine led to TSR ' s purchase of the setting in 1986 . Many believe Elminster to be an alter ego for Ed so he can say all of the things that Ed himself is too polite to say . Ed has denied this . When not writing Realmslore or yet another book , Ed keeps himself busy by attending conventions and working as a library clerk in Canada where he lives at a farmhouse in Ontario . Ed ' s ambition is to fully detail the entirety of the Forgotten Realms , fleshing out every place in full detail , but he admits that this is an unrealistic goal and is unlikely ever to be achieved . Other activities . Ed has contributed to most Forgotten Realms gaming accessories , and authored many more — including the detailed " Volo ' s Guide " series — and continues to DM his own campaign . He writes regular " Realmslore " columns for the Wizards of the Coast website , and frequents the Candlekeep web forums ( where he may be contacted ) . In addition to all these activities , Ed works as a library clerk ( and sometimes as a librarian ) and has edited over a dozen small press magazines . When not appearing at conventions , he lives in an old farmhouse in the countryside of .
Unnamed lizardling shaman This unnamed lizardling shaman was an inhabitant near the village of West Harbor on the Sword Coast North in the 1370s DR . History . The lizardling shaman was preaching to the followers of the Stone God when the Kalach - Cha and Bevil Starling entered the room . The shaman was offended , so the Kalach - Cha could ' ve persuaded , or lied , to the shaman to leave the room . Otherwise , the shaman would have attacked them .
Orprase Orprase was another name for , a gemstone especially favored by followers of Tymora . Description . Orprase was a medium - hard , brittle stone that was either colorless or faintly straw - yellow and found as transparent areas in otherwise uninteresting opaque rock samples . The stone could be facet - cut into small to medium - sized gems . A typical specimen had a base value of 50 gp . Powers . These gems were eagerly sought by followers of Tymora and those that knew their secret . One orprase stone , powdered and mixed into at least 3 oz ( 90 ml ) of wine that had been consecrated to Tymora by a full - fledged priest of that faith , granted extraordinary good luck at resisting one attack or at performing one skill . The benefit occurred on the very next occasion after imbibing the potion , regardless of how long ago it was consumed .
Battle of Nightflames The Battle of Nightflames occurred in 1334 DR between the armies of Mulsparkh and Tethyr . The Tethyrian forces were led by Crown Prince Rythan who was killed in the battle . The armies of Calimshan destroyed Mulsparkh itself soon after the battle . Mulsparkh had been created by the Twisted Rune as part of their plot to exact revenge upon Rythan for his murdering Jhaniloth Puiral a few years earlier in 1330 DR .
Sharwomen The Sharwomen were a thieves guild based in the city of Tsurlagol in the Vast in the 1360s DR . Leadership . The Sharwomen were directly controlled by the Cult of the Shadow , the local temple and worshippers of Shar . Their head was the high priestess of Shar , but her identity was unknown in both roles . Base . The Sharwomen ' s headquarters were in the temple itself , such that the temple doubled as a thieves ' guild . Organization . As their name suggested , the Sharwomen were originally only open to female members . Tsurlagol once had two thieves ' guilds , divided by gender . However , when the separate men - only thieves ' guild was wiped out years before , the Sharwomen began accepting male members into their ranks . Although open to both genders by 1367 DR , the guild remained unequal . Male thieves held lesser positions and did most of the work , while the original female thieves dominated in high - ranking positions , and received much of the gold and credit . There were still relatively few male members by 1370 DR .
Resting Place of the Whip The Resting Place of the Whip was the local temple of Loviatar in Melvaunt . The temple had seventeen priest s , led by High Whipmistress Suzildara Sharranen . The temple was not particularly popular as worship of Loviatar decreased significantly as of recent times . The church remained in no small part to the alliance they formed with a local cult dedicated to Iyachtu Xvim .
Pien - Hung Pien - Hung was a shukenja in Kozakura in 1357 DR . Activities . Pien - Hung was a traveling shukenja who fell sick and asked for hospitality at the Shrine of the Setting Sun and remained there for a while . Personality . Pien - Hung returned to robust health thanks to the local sea air and peaceful surroundings . He was a quiet and respectful individual , emanating an aura of cheer and good nature .
Shocking grasp Shocking grasp charged the caster ' s hand with electrical energy that damaged a touched foe . A foe with large amounts of metal would suffer a greater effect . " Shocking grasp " was a common spell in the Realms , though not a popular one . It was known but rare in Zakhara in 1367 DR . History . The Netherese arcanist Volhm was given the credit for the creation of this spell in −1970 DR under the name Volhm ' s grasp . Known Users . Pre - spellplague , the underwizards of the Arcane Brotherhood typically knew and used this spell . Calishite elementalist s who followed the Tradition of Air were especially adept at the casting of " shocking grasp " .
Togar Ironseth Togar Ironseth was a human blacksmith in Amnwater , Amn , around 1368 DR , and a member of the Ironseth family , owners of about half of the land around Amnwater . Description . The large dark skinned smith learned his trade from a dwarven blacksmith . Relationships . Togar ' s father was Lord Ghaark Ironseth . Togar was best friends with Lord Jhanos Yhliivast .
Unnamed Grandfather of Assassins A unnamed old man was the leader of the Assassins Guild of the Galenas until 1357 DR . History . The Grandfather allied with the lich - King of Vaasa Zhengyi and conspired with him to kill King Virdin of Damara . After the death of Virdin he and his assassins slaughtered the most loyal and powerful nobles of Damara in a single night . After the fall of the kingdom of Damara the Grandfather saw a perfect opportunity to gain direct power . So he gathered all the deserters , refugees , bullies , and other scum forging them in a bandit army . with this army he subjugated the Barony of Bloodstone until 1357 . When baron Tranth rebelled the Grandfather sent all his army , because was crucial for him the control of the Bloodstone Pass . He was planning to occupy next Arcata . In 1357 DR he was the leader of the main army that went to attack the Bloodstone Village . After being defeated in that battle he searched vengeance sending his best henchman , the Fist , and a squad of assassins to kill the Gareth Dragonsbane ' s party . At last he plotted to sent one of his minions , Cavil , to be captured by the adventurers in order to lure the Gareth ' s party in a trap . However the Grandfather was killed during the infiltration in his citadel by the monk Kane . Personality . The Grandfather was a cold and calculating individual , always trying to suppress emotions . He was normally cruel and aloof . The Gandfather cared nothing for sufferances of others and was interested only in power .
Ravager ( ship ) The Ravager was the caravel of the pirate Gonchklas . By 1372 DR , it was a wallowing wreck with tattered sails , and one of the most feared ghost ship s on the Sword Coast . The crew of zombie s and skeleton s attacked other ships on sight .