naist-nlp/zeshel huggingface dataset:
Shadow creature Shadow creatures were creatures with ties to the Plane of Shadow . This connection gave them some special abilities . Ecology . As a general rule , shadow creatures were shadow versions of creatures that also existed on other planes , barring outsider s , construct s , elemental s , and , despite being alive , ooze s . Shadow creatures were generally more sinister than their non - shadow counterparts . Shadow Traits . All shadow creatures could move faster and had inborn abilities in stealth . They could both hide in shadow and had a penchant for moving silently . All shadow creatures were resistant to cold and had at least one magical ability . Stronger shadow creatures had a tendency to have more abilities , but no uniformity in these abilities was seen . The abilities were mostly of a protective nature . These included the ability to frighten , create illusions , travel to and from the Plane of Shadow , minor resistance against non - magical attacks , better reflexes , and healing capabilities or simply being lucky . Acquisition of Shadow Traits . There were two known ways to gain these traits , aside from being born with them . The first was to live on the Plane of Shadow for an extended period of time . In the case of drow , it took some decades but less than a century to acquire these traits . Another way was through specific breeding . This was a mortally dangerous process . The key for success was thought to be a high tolerance for cold temperatures like that of white dragon s . Othimturac was an example of this .
The Triad The Triad was an alliance of three good - aligned deities : Tyr the Maimed God , god of justice ; Ilmater the Broken God , god of suffering ; and Torm the True , god of duty . They were a particularly powerful alliance that was one of the major forces behind the founding of the Triadic church , and their splinter group , the Triadic Knight s . Several crusades were launched over the course of history in their name . They resided on a celestial plane called the House of the Triad .
Bedine The Bedine were a proud warlike race that inhabited the southern Anauroch regions but were concentrated in the region known as the Sword . Description . They had brown - hued skin , brown eyes , and black or brown hair and were of average height and weight for a humanoid creature of Faerun . Those rare instances of blue eyes or blonde hair were a product of " outlander blood " . History . In −339 DR , a group of humanoid s immigrated from Zakhara using a " portal " . They intermingled with some surviving Netherese and over time their culture became what was called the Bedine . They maintained knowledge of their spoken language , Midani , or Uloushinn , but had all but forgotten their native written language . Over the centuries since , traders introduced them to the Thorass alphabet . Culture . Honor was prime among the Bedine ' s beliefs . Their harsh existence , full of death and hardship , molded their culture to believe the gods would measure them based on their behavior in the Fugue Plane . The Bedine were divided into over 100 tribes with the largest having more than 300 members . Some tribe names were : Alaii , Artinn Ruabi , Bai Kabor , Bait Mahwa , Binwabi , Bordjia , Clelarra , Desai , Dakawa , Dursalai , Felfaarin , Goldor , Iriphawa , Ju ' ur Dai , Kellordrai , Lalajar , Mtair Dhafir , Mahlajai , Qahtan , Raz ' hadi , Ruwaldi , Shremala , Ulaarjar , Yethtai , and Zazalaar . Each tribe was ruled by a sheikh . However the sheikh ' s ultimate power was limited by tradition and important decisions made by the tribe ' s council of elders . Some clothing played a symbolic role in Bedine culture . Many Bedine wore " " scarves on their head . An " igal " held the kufiya on the head and indicated a person ' s statue and pride ; it could be made of camel hair and precious gems . A type of sleeveless coat was called an " aba " . Religion . The Bedine worshiped the old Netherese gods in name : A ' tar , Ela , Kozah , N ' asr , and Shaundakul . Scholars , however , agreed that these deities were in fact the Faerunian pantheon of Lathander , Selûne , Talos , Cyric or Kelemvor , and Beshaba . " Shaundakul " was actually Beshaba using the old god ' s name in a personal plot to annoy him . Cults . The Cult of the Sacred Skull gained a foothold among the Bedine for a time . It was surreptitiously led by a mind flayer who was ultimately the voice of one or more phaerimm . Appendix . Background . The Bedine are likely inspired by the people of north Africa and the Middle East .
Julnar bint Julnar al - Huzuzi Julnar bint Julnar al - Huzuzi supervised Huzuz ' s Foreign Bureau in 1367 DR . Activities . Julnar reported to Ambassador Jiraad , but she directly managed the bureaus of local relations , Zakhara n relations , and distant relations . She was a competent ambassador and bureaucrat .
Tiefling warfiend Tiefling warfiends are tiefling fighter s who use their fiend ish blood as a force for power . While many tiefling view their ancestry as a curse , tiefling warfiends learn to turn this dark " taint " into a source of brutal power , either for good or evil . These powerful warriors are deadly adversaries , consuming the energy of their foes and immersing their weapons in flame . At their most basic levels , tiefling warfiends use their dark desires and emotions as well as their aptitude for flame to fuel lethal attacks . The diabolic bloodline of tieflings suits this methodology better , but all tieflings can take on the path of a tiefling warfiend and have throughout history . The first tiefling warfiends served Narfell as elite soldiers and some tiefling warfiends acquire their abilities through training by adherents to the empire ' s ancient traditions , but more than a few so without guidance . Whatever a warfiend ' s origin , it is up to the individual to use the powers of their path for good or evil , some choosing to use their abilities for sheer destruction while others mean only to channel their negative emotions into a more constructive purpose . Abilities . Like similar paths for other races , tiefling warfiends learn to unleash internal potential through physical training . As a result tiefling warfiends have a higher potential for destructive rage than most of their race , as well as an increased tolerance for and control over flame . Experienced warfiends literally scorch their enemies , manifesting flaming attacks at every opportunity . Two of the three tiefling warfiend exploit s are focused on the use of flame as well , with the lethality of the attack increasing if the tiefling warfiend is feeling particularly wrathful . With " burning wrath smite " a tiefling warfiend can even set their enemies aflame . Tiefling warfiends also learn to use the " infernal resurgence " technique , which allows the warfiend to consume a portion of the defeated foe ' s soul in order to regain their health and courage .
Durmista Durmista was a of Tethyr only in name . It was the eastern half of the elven territory of the great Wealdath forest . Etymology . The name " Durmista " was Elvish for " Forest of Twilight " . Its former name was briefly Suldusk after the name of its native wild elven tribe ; however , it was renamed Durmista by Lord Rhothomir , the Treespeaker of the Wealdath . Geography . The official borders of Durmista placed it east of its sister duchy Noromath , south of Amn , and north of the Starspire Mountains . It shared borders with Spellshire , Varyth , and Rivershire . Notably , the elves cared little for such human distinctions . Government . In 1370 DR , Mirthal Aendryr was the official representative of the Suldusk tribes to the queen . Mirthal usually lived at Suldanessellar , but when he had to host a human noble , he would use the old safe house of the Company of Eight , The Eight ' s Tree as his ducal stronghold . Notable Locations . The only true settlement within the eastern part of the forest was found in Suldanessellar .
Illithid body tamer The Illithid Body Tamer was a special prestige class of the illithids that focused on martial skill over psionic prowess . Illithid Body Tamers followed a discipline called the " Tamer Creed " which said that only a potent military force would ensure Illithid society ' s future existence . They maintained that only by abstaining from psionics will they strengthen their considerably frail bodies sufficiently enough to become accomplished fighters .
Kurken Garshorn Kurken Garshorn was an exiled duergar merchant in Mantol - Derith . Personality . Kurken ' s status as an exile caused him serious trouble with other duergar . He believed that Mantol - Derith was the only place where he could live in peace . History . Around 1479 DR , Kurken sold armor in Mantol - Derith .
Armor of the desert evening Armor of the desert evening was a magical suit of armor that could be found in Zakhara , the Land of Fate . Description . This magical armor was made using lamellar armor . Powers . Though it did not grant the wearer any additional protection compared to regular lamellar armor , the armor of the desert evening could be worn in the heat of the desert without causing any kind of additional discomfort to the wearer as other armor would when heated under the fierce burning sun . It should be noted that this armor did not protect the wearer from dehydration or sun exposure . Instead , it did not increase these effects as other armor would .
Dragon magazine 12 Dragon magazine 12 was released in February 1978 . D & D Variant . A New Look at Illusionists . This article gives interesting ways to make illusionist s more effective in terms of spells and abilities using 1st edition " Dungeons & Dragons " game rules . Ship ' s Cargo . . Endersby and Carrol have created a nice chart of ship supply cargo , such as ivory , precious stones , and livestock with gold piece values . This diagram can help with any characters playing in a high seas adventure in 1st edition D & D . Design Forum . Some Thoughts on the Speed of a Lightning Bolt . . James Ward gives his theories on the power and speed of magic - user s versus the strength and endurance of fighter s based on the 1st edition sourcebook " Eldritch Wizardry " by Gary Gygax and Brian Blume .
Red Ravens The Red Ravens were a Cormyr - based mercenary company formed by several people who fought together in the Horde War s , headquartered in Arabel , and led by Rayanna the Rose . Its symbol was a red raven amulet . It was tasked ( by the crown ) with clearing the Stonelands to the north of Cormyr . The organization consisted of 110 members and they were able to triple their membership fairly easily when the need arose . The organization equipped its members with studded leather armor and longsword s and charged a weekly rate of 200 gold piece s for its services . They were known to be trustworthy and honest , mainly due to the fact that they did not want to lose their government contracts . Despite their size and being well equipped , they were only somewhat successful in their mission to clear the Stonelands , which were still in 1368 not safe for travel .
Hark Hark was the leader of a group of goblin s sometime after the War of the Silver Marches . History . Hark and his fellow goblins lived in the Ardeep Forest . In the late 1480s or early 1490s DR the elves managed to expel them from the forest . Hark relocated the goblins to a cave near the Nightstone village . Thanks to the cloud giant s ' bombardment , Hark managed to capture the fleeing villagers . Personality . Hark was a reasonable person . He always preferred to bargain than fight .
Sam Wood Sam E . Wood is a prolific fantasy illustrator whose art fills many Dungeons & Dragons sourcebooks . Education . Wood was originally from Alaska . He attended . Career . Wood began working for Wizards of the Coast in 1995 and has worked on illustrations for many gaming systems . He has collaborated with Todd Lockwood on multiple projects . He now resides in Seattle , Washington , and is self - employed .
Plague ( spell ) Plague was an arcane illusion spell that caused the recipient to appear as if he or she were suffering from a disfiguring and probably contagious disease . Effects . This powerful illusion mimicked a noxious disease , giving the victim the look , feel , and smell of a true plague - carrier that was obviously apparent to any observer other than the victim . The caster had to touch the intended target in order to cast this spell . If the victim did not resist , they were afflicted for seven days per level of the caster . The illusion could be lifted at any time by the caster , or by a sufficiently powerful " dispel magic " . " Cure disease " had no effect whatsoever . To others , rotting flesh smelled rotten , oozing sores felt slimy , and deformities looked real , but the victim felt perfectly normal and saw nothing amiss in a mirror . If the disease was one familiar to the caster , then the chance for someone to detect the illusion via a typical professional examination was quite small . If the disease was one fabricated by the caster or based on second - hand information , then the chance to detect the illusion quintupled . Components . In addition to verbal and somatic components , the caster had to touch the target and be holding a pinch of soot or fungus . Realmslore . In Cormyr and Sembia , it was illegal for spellcasters to be rewarded for removing a spell that they cast themselves . Thus , in those countries , extorting money or services through use of " plague " was a crime . History . This spell was published in " Volo ' s Guide to All Things Magical " and became generally known to the magical community .
Howl of Vengeance The Howl of Vengeance was a conflict fought in the Utter East during the time of the Bloodforge Wars ( 648 – 657 DR ) , waged between those who ' d conquered the kingdom of Doegan and those who sought to liberate it . Notably , it was fought with basal golem s mass - produced by bloodforge s . Location . The battles were fought in the Doegan Capital , in the Serpent Valley , and in and around Old Stone Keep in the mountains to the east . History . Causes . The bloodforges were discovered in the Year of the Dancing Daggers , 648 DR . These ancient devices of war could mass - produce entire armies of golems , eliminating overnight the cost of mustering and maintaining armed forces . Unrestrained , the Five Kingdoms of the Utter East each manufactured great golem armies and marched them against one another , bursting into the Bloodforge Wars . The kingdom of Doegan was overrun by invaders led by Rathgar the Raider , who laid siege to the capital and plundered the realm of its bounty . Coming for the crown itself , he confronted the king and princess in their own throne room , but the defiant king cursed him with his dying breath , declaring " For so long as you rule , a curse upon you . The dead will arise , to ensure your demise . " Escaping the invaders , the princess looked for a way to make her father ' s prophecy come true . She went to Old Stone Keep and there met Aelric , a mage of Doegan . He vowed to aid her and , furthermore , fulfill her father ' s curse to take vengeance on those who ' d occupied his homeland . Meanwhile , months passed and Rathgar paid no heed to the curse , until a captured criminal , a graverobber called Grubkern , whispered of a gathering army of undead coming to rid Doegan of the invaders . As fear spread in the capital , Rathgar determined to investigate . Combatants . The armies on both sides of the conflict were almost entirely basal golem s , mass - produced using bloodforges and transformed into specific units as required . In general , Aelric preferred Crypt - transformed units , with undead zombie s , ghoul s , and wraith s , as well as gargoyle s ; while Rathgar favored Barracks - and Runestone - transformed units , fielding warriors and rangers , wizards , and stone golem s .
Imreera Hethkantan Queen Imreera Hethkantan was the queen of Gontal as of 1479 DR . By popular account , she seemed more interested in the ruins of the Glaur Barrens than in ruling her own kingdom , and many believed the families of the Twelvefold to be the real power of Gontal . However , that was a facade created by Queen Imreera to mislead her enemies . Activities . Queen Imreera was a wizard of modest talent and inherited wealth who ruled her kingdom with a cunning demeanor . She also had the ability to see into the future through visions and dreams . She used her most loyal agents to hire third - party specialists to thwart the plots of the Twelvefold families while keeping those families at odds , and the specialists never knew they were hired by the Queen herself . She also had a group of loyal spies who kept her informed of noteworthy events in the kingdom . Publicly , Queen Imreera expressed great interest in the ruins of the Glaur Barrens , and she openly hired adventurers and explorers willing to brave the ruins in the hopes of uncovering treasures and ancient lore . Relationships . Queen Imreera was the grandniece of Prince Nathur Hethkantan , ruler of the Dominion of Bone . History . In 1479 DR , after having had visions about the potential awakening of the primordial Cirotralech , and after having confirmed her fears with Yulis the Fortune Teller , Queen Imreera summoned a group of adventurers to her palace and tasked them with the mission to thwart Rathloff ' s attempts to awaken the slumbering primordial .
Waterbane Waterbane was a spell unique to Zakhara , the Land of Fate . This spell was only usable by wizard s . Effects . With this spell the caster or target would not get wet from fresh water or saltwater only . This spell had no effect on creatures from the Elemental Plane of Water and did not prevent drowning . Once cast , this spell lasted for one full day . Components . This spell required a bit of wax and some paper to cast .
Magebane Magebane was an intelligent + 2 bastard sword made of one piece of an unusual and unidentified black metal . It allowed its wielder to " detect magic " at will . History . The sword Magebane was crafted for a mameluk of Calimshan during the realm ' s seventh age . It was used primarily to hunt down wizard s .
Living construct Living constructs were beings who were exactly the same as other construct s in form and origin but who were otherwise alive in a manner much like that of magical beast s or humanoid s . Living constructs had a soul , and while they did not require organic sustenance they did require rest equivalent , though not identical , to that of sleep and were not immune to magic that targeted the living . Warforged were examples of living constructs .
Queenspire The Queenspire was a temple of Umberlee within Deepwater Harbor in Waterdeep . Location . The building was located on a large rocky outcropping of a sandbar south of the city off the South Ward . History . After discovering a magic abalone shell floating in Waterdeep harbor in 1369 DR , Dread High Trident Meritid Archneie took it as a good omen and petitioned the Lords of Waterdeep to allow him to construct a temple to Umberlee in the city . The Lords consented and construction was nearing completion in 1372 DR .
Jamad Father Jamad was the head priest of St . Faelar ' s Cloisters in 1370 DR . Under Jamad ' s leadeship , the monks and ranger s of the Cloisters traded many escaped slaves in survival skills in the foothills of the Marching Mountains . History . In Kythorn of 1370 , the Cloister suffered an attack of arson , and Father Jamad was one of the survivors and witnesses . He claimed that he saw a " heavily cloaked wizard " cast and control a " flaming sphere " while laughing . Some suggested this wizard was Tara el Viilam , but Jamad was unable to identify her conclusively .
Orcolla Orcolla was the duergar high priest of Orcus in Deepearth in the Underdark in the Barony of Bloodstone in 1357 DR . Activities . Orcolla had always at his side a marilith . History . In 1357 DR , Orcolla was on the verge of prepareingthe ceremony to summon the demon lord when Gareth Dragonsbane ' s party and the deep gnome s attacked the temple . Orcolla died in the fighting .
Three Gates Reef Three Gates Reef was a large tiger coral reef bordering and forming part of the ecosystem of the underwater city of Myth Nantar . It was 30 m ( 100 ft ) tall and several kilometers wide , and encircled three sides of the city , providing three arches ( gates ) through which access to the city could be gained . Over the years , the reef was carved with scenes depicting battles and myths . By 1369 DR , the reef had grown out of control and covered up much of the southern part of the city .
Circle of power Circle of power was an abjuration spell for paladin s that created a sphere of divine radiance centered on the caster . Effects . The 30 - foot - wide ( 9 . 1 meters ) sphere gave all allies of the caster within it an advantage to resist spells cast against them . An affected ally who was able to withstand a spell and suffer only partial damage would instead take no damage from the spell . Components . Only a vocal component was needed .
Traskar Selarn Traskar Selarn , the Lord of Secomber , is a tall , regal and good - natured man . He has agreed to keep watch over the city for the Lords ' Alliance by intervening in it ' s affairs when necessary , but otherwise leaving it ' s inhabitants to themselves . He often sends adventurers to ruins he knows holds promise in that they have not yet been looted .
Rolf Trygveson Rolf Trygveson was a notable inhabitant of Hawa . Description . Tall and strong , Rolf had striking blond hair that stood out among the predominantly dark - haired Zakharans of the Corsair Domains . He preferred wearing his hair in two long braids that matched his braided beard . His one eye was blue , and a jeweled patch covered the other . Rolf preferred loose , brightly colored clothing to armor , relying on his dexterity to protect him in combat . Personality . Rolf was a ferocious pirate . Possessions . His ship " Raven " earned notoriety throughout the land of Zakhara . Activities . Rolf and his crew grew lazy in the warm Zakharan realm , often lounging on the island called the Camel ' s Hump for long periods of time . History . Rolf originally hailed from the barbarian tribes near Icewind Dale . Piqued by curiosity , Rolf moved south when his people began trading with people from the Sword Coast . Eventually his pirating ways wore out his welcome , and he and his crew moved even further south . Somewhere in the Great Sea they ran across a Zakharan raiding party and followed them back to the Land of Fate .
Torstan Holbrar Torstan Holbrar was a wheelwright from the hamlet of Sarbreenar in the Vast , in business around 1370 DR . Torstan worked at the Sarbreenar wagonworks , and made top - quality wheels , among the best around the Inner Sea . Torstan also kept a large stock of spares available to wagon - drivers who ' d suffered breakdowns on the rough High Trail , though at exorbitant prices .
Winefiddle Winefiddle was once a member of the group known as the King ' s Men . Physical Description . He is a rotund man with thinning brown hair and puffy red cheeks . There is a scar on his belly where he was once stabbed with a goblin ' s spear . His holy symbol , a plain silver disk , can be found around his neck .
Hematite Hematite was an ornamental stone that was favored by fighters . Description . When polished , hematite was a shiny gray - black stone . It was often tumbled to make beads or cut in a baguette fashion ( rectangular with beveled sides ) . Powers . Hematite was not magical itself , but it was responsive to enchantments related to blood and life force and was used in necromancy and the healing arts . Specifically , it was used to create magical periapts for healing and foul rotting . A typical stone had a base value of 10 gp . Only a handful of people ( mostly powerful mages that kept the secret to themselves ) knew that this common stone was one of the " nine secrets " — minerals that could be enchanted to become " ioun stones " .