naist-nlp/zeshel huggingface dataset:
Shoonring of swimming The shoonring of swimming was possibly one of the twelve " Qysari Rings " made especially for the rulers of the Shoon Imperium . It kept the wearer afloat in all but extreme conditions and allowed quick movement through water , like any " ring of swimming " , but it was its little - known ability to prevent detection or dispelling of all magical " charm s " present upon the wearer that pointed toward this being one of the legendary " Qysari Rings " of old . Description . Magic rings made during the sixth age of Calimshan ( 27 – 450 DR ) , were constructed of twisted bands of two different metals and were known as " shoonring s " . What distinguished the " Qysari Rings " from ordinary " shoonrings " was that they changed appearance depending on the nature of the person wearing them . When placed on the finger of a cleric , druid , or other priest , the direction of the metal weave turned at right angles to the circumference of the ring . If donned by warrior s or rogue s , the raised pattern became smooth to the touch but still visible . Wizard s saw no change in the design when it was placed on their finger . It is unknown if the last known owner saw such a transformation when he put on this ring . Furthermore , the ring was cursed and could not be removed without magical assistance . Powers . The wearer of this ring was given sufficient buoyancy to keep his or her head above water in all but the very worst storm - tossed seas . Swimming ability was also granted such that , if properly dressed for moving through water , the wearer could keep pace with a giant sea horse at maximum speed for up to four hours before requiring one hour of rest . The ring did not grant the ability to breathe water , but it extended the time the wearer could stay underwater to four minutes before needing a breath . The ring also allowed diving from a height of up to 50 ft ( 15 m ) into relatively shallow water without injury . This ring also had the secret ability to mask any " charms " that were on the individual at the time the ring was donned . The " charms " were protected from analysis , detection , scry ing , and dispelling . The ring was also cursed such that the wearer could not remove it without the use of a " remove curse " spell . History . Tystarn Dauntinghorn , a minor noble from Cormyr , was on business in Westgate in the Year of the Banner , 1368 DR , when he was discovered to have a striking resemblance to the clone of Manshoon , who was leading the Night Masks at that time . Tystarn was " charmed " and put to use as a spy in the legitimate circles of the shipping industry . During this time , Tystarn believed he was being groomed for membership in the secretive Men of the Basilisk and thought that one of their representatives gave him this ring , but in reality , it was an agent of Manshoon . Tystarn was aware of only the water - based abilities of the ring and it was one of his prized possessions . Because of the curse , he couldn ' t remove it even if he wanted to , thus it continuously prevented anyone from detecting or dispelling Manshoon ' s control over the dashing but hapless expatriate noble .
Shajji Hoijarek Shajji Hoijarek was a human barbarian of the Tsu - tsu tribe of the Plain of Horses in the 13th and 14th centuries DR . A former lama , he became the " qaghan " or leader of the tribe . History . Hoijarek was originally a lama at the temples in the city of Jugicha . However , at the age of 50 , he left his temple to serve as " apa qaghan " under his brother , Shajji Ghoiji , who at the time ruled the Tsu - tsu as " qaghan " . However , Ghoiji ' s government was corrupt and fell into chaos and finally rebellion " circa " 1337 DR . Thus Hoijarek stepped in , gathering capable advisors to his side and ascending as the new " qaghan " . For the next 20 years , Hoijarek ruled well and worked to reestablish order in Jugicha and revive Tsu - tsu prosperity . He opposed the Fankiang tribe and the rulers of Li - Raz as a means of uniting his people . However , during a raid , the Fankiang killed his wife and children , Hoijarek made a vow of vengeance , and all the Tsu - tsu swore with him . Hoijarek remained in power by 1357 DR , but knew he had only a few years remaining to witness the fall of the Fankiang before his old body succumbed to age . In 1357 DR , Hoijarek hatched a scheme to lure the Fankiang into a trap . He ordered forty camel s be stained white and left to graze a day ' s ride west of Li - Raz , where they would inevitably be spotted by Fankiang scouts or herdsmen . Tsu - tsu horsemen then lay in wait to ambush any Fankiang who came to round up these apparently valuable beasts . Description . As an old man of more than 70 years of age , Hoijarek had a hard time breathing and his body moved stiffly .
Isle of Devils The Isle of Devils was the largest of the Outer Isles of Wa . Devil s that had once wandered the mainland were banished here by the Spirit of Wa . A man had to agree to take the place of a devil before it could leave .
Corvus Nightfeather Corvus Nightfeather was a kenku assassin and spy and the owner of Nightfeather ' s Circus of Wonders . He seemed to have a soft spot for outcasts such as the goliath Tobin . In addition to his circus , Corvus earned his coin by acting as a spy for various factions in southern Faerûn . Description . Corvus had black feathers . Personality . Unlike others of an Evil Alignment , Corvus did not usually act evil . Instead he prefers to entertain others through his circus . Corvus can be classified of an evil alignment by two ways , his actions and his class . As he is an assassin , he is automatically of Evil Alignment . During his journey with Cephas , Corvus gave messages to both Sharokh and Acham el Jhotos . He took the one that gave him a better deal and the one that threatened to kill him first . It can be shown that while he values his own life , he does have sympathy for others . Such as taking Tobin into the circus . Corvus told Sharokh that he could kill himself if Sharokh went into his mind and that powers would bring him back . Corvus betrayed Sharokh which led to the death of Marod El Araphan . Abilities . Corvus could " shadowstep " and mimic the voices of other people . Possessions . Corvus ' most powerful magic al item was an extradimensional space he accessed through his chest feathers . He possessed one of the two books necessary to complete the Ritual of Return to free Calim and Memnon from their imprisonment . History . Corvus was trained at the Rookery of Tears . He ran the Circus of Wonders , a circus traveling through southern Faerûn for a number of years . He led the rescue of Marod el Arhapan ' s heir , Cephas , from enslavement on the Island of the Free . He took Cephas to Almraiven where one of his employers , Acham el Jhotos , intended to enspell Cephas with deadly magic to kill Marod . When two members of the circus were abducted and taken to Calimport , Corvus traveled with Cephas and other friends to attempt a rescue . Corvus was imprisoned by his other employer Shahrokh and stripped of all his magical items . Corvus escaped Calimport when Cephas destroyed Marod ' s palace and gladiatorial arena .
Fist of the adder Fist of the adder was a potent offensive spell used in Zakhara , the Land of Fate . This spell was favored by the Red Eyes sorcerous society . Effects . This spell caused the caster ' s arm to change into a long tentacle tipped with the head of an adder . The attack range of the arm was quite long depending on the power of the caster . The adder struck with deadly accuracy and could even harm creatures that were only harmed by magical weapons . Casters with more power were able to strike with more force , causing devastating physical damage . For more powerful wizards , attacks by the adder were also complimented with venom . Components . This spell required the skin of a venomous snake to cast .
Serpent ' s Cowl Serpent ' s Cowl is a small village upstream of Boareskyr Bridge on east bank of the Winding Water . It is very close to the Forest of Wyrms . Located nearby is the estate of Heartwing own by Aluena Halacanter . The village is named for a Yuan - ti city and temple that was once found on this location . The village itself is warded against dragons to prevent them from digging up the destroyed temple . The village has ferry crossing and further south the Winding Water is poison from the god battle between Cyric and Bhaal at the Boareskyr Bridge .
Wassen Wassen was a small farming town nestled along the Goliad River in the Barony of Morov in Damara . Activities . Travelers who preferred quieter surroundings often stopped in Wassen as opposed to nearby Morovar found just downstream . Inhabitants . The inhabitants of Wassen were largely neutral on all political tidings , keeping themselves removed from most of the volatile situations plaguing the region . A scant 250 people called Wassen home in 1357 DR .
Sirya Redlock Sirya Redlock was a ranger in the Northern Wastes of Kara - Tur . Activities . Sirya ' s mother was a shaman of the Issacort people and her father a ranger from Faerûn . She learned all about her father ' s profession and started wandering over all the Wastes , and also to south and even visiting her father ' s place of birth . She never stopping wandering . People often asked her counsel about the Wastes ' terrain . Personality . Sirya was friendly with strangers , loyal to friends , and loved sharing information about her travels .
Darkness Darkness was an evocation or alteration spell that created an area impenetrable to normal light . Effects . The area shrouded by this spell was 20 ft ( 6 . 1 m ) in radius . The range and duration of this spell varied with the spellcasting tradition . The evocation school version required the caster to touch an object which then " radiated " darkness . The darkness could be blocked just like light by covering the dweomered object . The divine magic version of this spell could be cast from up to 120 yards ( 110 m ) away and onto any object or just into the air . The effect remained in place unless cast upon a movable object , and was not blockable if cast on an area . The ranged version of this spell allowed the caster a chance to blind a creature by successfully casting the spell centered on its visual organs . The reverse of this spell , " light " , caused the area to be illuminated with a duration double that of " darkness " . " Darkness " spells could be used to counter or dispel " light " of equal or lesser power , and vice versa . Sinhala stones were known to prevent magical darkness . The post Second Sundering version could covered a 15 foot ( 4 , 5 meters ) sphere around the intended target in order to attempt to cover it totally . Non - magical light did not prevail against the darkness and any light proving spell that was of lesser or the same level that entered the sphere was dispelled . The spell could not be circumvented with Darkvision . Components . The divine magic version of " darkness " required only verbal and somatic components to cast . The arcane version required a tuft of bat fur and either a drop of pitch or a small chunk of coal .
Nuska Ohm Wy Nuska Ohm Wy was the a Hengeyokai in Henai River in T ' u Lung in 1357 DR . Activities . Nuska was well known in area from Henai river to Zun Hi for his small thefts and his pranks . Usually he try to joined caravans or travelers on the Broken Road and duped them into believing he is just a fellow adventurer , after he stole everyone s clothes while they slept , or poked slow leaks in boats or rafts . Personality . Nuska was not evil , just devious sometimes . He never caused death , just maximum embarrassment . Nuska just loved making fools of humans . The local peasants had a saying , that " You ' ve met Nuska " when a situation was very awkward .
True seeing True seeing , also known as true sight , was a divination spell that allowed the subject see things in their true form or location . A divine version of this spell was reversible , called false seeing , and masked the true form of things , generally making them appear the opposite of their true nature . Effects . The caster had to successfully touch the recipient of this spell and , for a number of minutes equal to the caster ' s experience level , the subject ' s vision was greatly enhanced out to a range of 120 ft ( 36 m ) . ( The older arcane version of this spell had half this range . ) Normal and magical " darkness " were no longer a barrier , illusion s became transparent , magically concealed doors became obvious , invisible things became visible , " blur red " things became sharp , " mirror image s " didn ' t fool the subject , and " displaced " and out of phase things were seen in their true location . Polymorphed or transmuted things could be seen in their original form , e . g . , an elf that was really a polymorphed dragon appeared to have a life - sized spectral dragon superimposed on it . The subject could also see into the Ethereal Plane and other coexistent planes . Additionally , the older divine version of this spell allowed the recipient to determine the alignment of creatures by examining the aura surrounding them . " True seeing " did not allow the subject to detect cleverly crafted hidden doors or see through solid objects , makeup and non - magical disguises , fog , or other physical barriers that blocked sight . This spell did not stack with other magical vision - enhancing effects such as scry ing or " clairvoyance " . When cast in reverse , " false seeing " caused the subject to perceive things generally in the opposite of their real state . The opulent became shabby , ugly became beautiful , smooth became rough , mangy became fluffy , etc . Components . In addition to verbal and somatic components , this spell required an ointment be applied to the eyes of the recipient . For " true seeing " the salve was made of fat , saffron , and a very rare mushroom that was dried and powdered . For " false seeing " the ointment was made of poppy dust and pink orchid essence mixed in an oil base . For the older versions of this spell , both mixtures cost 300 gp and had to be aged for one to six months in order to be an effective component for this spell . The newer version did not required the ointment to be aged and cost 250 gp .
Helm of reflection The helm of reflection was a magic item that could be found within the Hordelands . Description . This item was available in a variety of helmet types . Powers . Especially useful to warriors , this helm reflected " any " magic used against the wearer of the helm back upon the caster .
Vlotho Vlotho the Blue was a half - elf gambler who lived in the city of Harglast , in the Windrise Ports of Returned Abeir , as of 1479 DR . Background . Vlotho was a known gambler and gossiper in Harglast , and he usually dealt with more obscure information as well . He was also a skilled player of Liar ' s Dice , a popular dice game in Harglast . Vlotho was a regular customer of the Leaping Hart Tavern .
Nomadic centaur Nomadic centaurs were more rugged versions of the common sylvan centaur . They could be found roaming the vast steppes and plains of the Hordelands . Compared to common centaurs , they were more introverted , preferring the company of their own kind . Description . Nomadic centaurs possessed the body of a horse with the torso of a man . The hair covering their horse body was very coarse compared to sylvan centaurs and their humanoid torso was thick . These adaptations served them well to protect against the biting winds of the open steppe . Adult males favored long beards or mustaches . Both sexes wore their hair long and braided . Combat . Nomadic centaurs used a variety of weaponry including short bows , lances and sabres . From an early age all nomadic centaurs practiced with the short bow until they were masters , capable of firing off accurate shots while running at a full gallop . Distance attacks were favored by nomadic centaurs since they could use their speed and short bows to their advantage . When surprise was on their side , a nomadic centaur would charge an enemy to intimidate them . Any enemy who fled was ridden down . Foes who appeared strong and organized in the face of such a charge were attacked at a distance with arrows . Nomadic centaurs rarely used their hooves to attack , viewing this as a tactic only used by the very old or infirm . Habitat / Society . These tribal creatures were aloof and proud . A clan of nomadic centaurs had between 10 - 30 members and a tribe was composed of up to twelve clans . Clans would roam their own territories , but band together to face a common threat . All of the clans would unite only when a Learned One died or to avenge the destruction of a clan . Females typically outnumbered males two to one . Females had the same martial prowess as males , but only males went on the hunt . A life of hardship on the steppes hardened nomadic centaurs to the point where they rarely took prisoners in battle . Their sick and old were cared for , but the best food went to healthy adults who could still defend the clan . Nomadic centaurs had a wide array of customs , many of which seemed barbaric to outsiders . Ecology . Nomadic centaurs maintained wells within their territory , ensuring that no water was wasted . They hunted game , but were careful to move to new hunting grounds before game populations were diminished . Learned Ones . Learned Ones were honored for their great deeds , often becoming leaders and advisors for the entire race of nomadic centaurs . Individuals named as Learned Ones no longer identified with a single clan or tribe , but ascended to become an honored guest in every clan and tribe . It was considered a great honor to receive a Learned One . Most Learned Ones were nomadic centaurs , but there were several instances where members of other races were named as Learned Ones .
Jandather Jandather was a human evoker of the city of Procampur in the Vast . Personality . The wizard was a dashing wannabe adventurer looking to earn himself a reputation . History . Around 1358 DR , he was one of the more notable Procampur mages of the time . >
Cron Bolver Cron Bolver was a member of the Knights of Black Fist in Phlan in 1489 DR . Personality . Bolver had a lot of power in the city and made sure that all knew this . He took pleasure from his job and often accepted bribes . Bolver had a sharp wit and a sharper tongue . History . Bolver was one of the Black Fist lieutenants in charge of the Stojanow Gate . After the Vorgansharax ' s coup Bolver became one of the Tears of Virulence , maintaining all his power . He was displaced with a patrol to capture Madame Freona but was defeated and killed by an adventuring party hired by the resistance to permit the escape of Freona . Activities . Bolver usually stayed at a desk in the Black Fist barracks to answer to citizens ' petitions .
Marcus Vinlander Marcus Vinlander was a shopkeeper of Tuns and Tubs in Skullport . History . The Vinlander family had always been in the vine business and Marcus at first wanted to manage a distillery . After a terrible incident that cost him his left arm , Marcus found his true vocation as a designer . By 1370 DR , he oversaw the production of all kinds of containers .
Sorlan Sorlan was a ghost in the Doomvault dungeon in 1486 DR . Personality . Sorlan hated the Red Wizard s but had become crazy . If someone proved to be an enemy of the Red Wizards , Sorlan would helped them , but it was no easy task . History . During his life , Sorlan was an adventurer who was captured by the Red Wizards of Thay and transported to the Doomvault dungeon where he was subjected to horrible experiments until he died . As a cruel twist of fate , he rose as a ghost but was eternally bound to the place of his death . In 1486 DR , Sorlan was still waiting for some end to his torments .
Direguard A direguard was a more powerful version of a baneguard created by cleric s of Cyric ( and later , Iyachtu Xvim , Velsharoon , and others ) , lich es , and death knight s . After the Spellplague , there were two known varieties : the direguard deathbringer and the direguard assassin . Description . While baneguards looked like normal undead skeletons , direguards had flames of red burning in their eye sockets and shadowy black armor through which their bones could be seen . Direguard deathbringers had glowing claws that crackled with force . Direguard assassins were shrouded in shadow and manifested a glowing red blade in their hand . Personality . Direguards were of average intelligence and capable of creative , independent thought and actions that did not contradict the orders given to them by their creator . They were not able to speak and were wholly evil . Combat . Direguards had all the abilities of a baneguard ( able to shoot " magic missile s " and " blink " ) plus they could " see invisible and ethereal " creatures . The shadowy aura that surrounded them gave them extra armor in combat . Direguards could use any normal weapon or attack barehanded . They could also use any magic item that did not require a verbal command or a body of flesh , blood , and organs . Because they were undead , they could be " turned " by any priest able to turn a wraith . After the Spellplague , the " missiles " became blasts ( deathbringers ) or blades ( assassins ) of force . Habitat / Society . These undead creatures were created for a purpose and only did what they were commanded ; there was no societal organization . They also did not have a habitat ; they went where they were told and followed orders without the need for food or water . Cyricists used them primarily to guard their temples and other places of significance to their faith . History . The church of Bane developed the " create baneguard " ritual that created baneguards and , after the fall of Bane , other evil - and neutral - aligned faiths acquired the technique . After the ascension of Cyric , his clergy researched the improved " create direguard " spell and kept it a closely guarded secret for as long as they could . The Thayan s were also known to have developed a way to create direguards . After the Spellplague , direguards were created from live volunteers rather than inanimate skeletons . Evil religions often transformed warriors into direguard deathbringers , while liches and death knights favored turning their allies into direguard assassins . Deathbringers had to fill a quota of deaths or be destroyed by the powers that transformed them .
Bly Ruldegost Bly Ruldegost was a proud and honorable member of the Knights of the Shield and the regent of House Ruldegost . Personality . While Ruldegost attempted to recruit other Waterdhavian nobles to his order , he did not believe in instituting a Knight of the Shield within the ranks of the Lords of Waterdeep .