naist-nlp/zeshel huggingface dataset:
Dark Dominion All of the tunnels within a 5 mile radius of Menzoberranzan are known as the Dark Dominion . Drow patrols are a constant presence of the region . They search for banned creatures , monsters and surface elves and challenge them once spotted . A few guard outposts can also be found in these tunnels . At least ten of the tunnels that start here lead to the surface . One that leads straight past Blingdenstone and into Mithral Hall and one that leads to the High Forest are the two most commonly used .
Kabril Ali al - Sara al - Zalazil Kabril Ali al - Sara al - Zalazil was the powerful ruler of the dao . < br > Activities . Much less athletic than the usual noble dao , he had shrewd mind for schemes and business of all sorts , and was always open to new ideas and technologies to improve the empire of the dao , called the Great Dismal Delve , and his personal wealth . The Great Khan governed the affairs of his people ( and their many slaves ) from the Hidden Fulcrum of the Dao , the secret audience chamber in the center of the Sevenfold Mazework , the capital of the dao on the Elemental Plane of Earth . History . Though Kalil Ali al - Sara al - Zalazil did not leave his palace often , he took an active interest in Zakhara n affairs . When the monarch traveled to the Prime Material Plane , his splendor was always announced by earthquakes . Legend ascribed to him power akin to that of the gods . It was also rumored that the Great Khan of the Dao was once bested by the Faceless God of the Yak - men , forcing the dao to serve those enemies of Enlightenment .
Sea legs Sea legs was a divine magic spell that could give a creature the ability to keep its balance and maneuver on board a vessel being tossed by waves . The reverse of this spell , called land legs , removed this ability , making it difficult and possibly dangerous to attempt any action on a heaving deck . As a healing effect , " sea legs " also prevented sea sickness . Effects . In order to cast this spell , the priest had to touch the person or creature being targeted . The effects lasted an hour for every level the priest had achieved . " Sea legs " gave a person or creature the sense of balance that normally required years of sailing experience to develop , such that they could move about on a vessel in high seas and not be subject to sea sickness . If cast in reverse , " land legs " caused the target to lose this ability such that all movements and actions could result in being knocked off their feet . and made it difficult to stand back up . Components . In addition to verbal and somatic components , this spell required the priest ' s holy symbol to cast . History . This spell was associated with the pirates roaming the Sea of Fallen Stars .
Lesser shadow tentacle Lesser shadow tentacle is an abjuration spell that transmutes a nearby shadow into a ropelike tentacle . Effect . You can animate any nearby shadow into a ropelike tentacle . The target shadow transforms into a thick , ropy tentacle . One end of the shadow tentacle remains rooted to the location where it fell on the floor , wall , ceiling , et cetera , while the opposite end can attack and curl about a target . The animated shadow tentacle extends 5 feet per level of the caster ( up to 50 feet ) from its anchoring point . The caster directs the shadow tendril , indicating a target for it to attack . The tentacle makes a melee touch attack using the caster ' s attack bonus . The tentacle does not inflict damage , but can be used to entangle an opponent . A successful melee touch attack means that the tentacle has entangled its victim . The shadow tentacle is anchored , so it can hold its victim motionless if the caster desires ; otherwise , the entangled victim can move at half speed up to the length of the animated tentacle . The shadow tentacle can be damaged with weapons and spells , and can also be burst with brute strength . A character can also free himself from the tentacle with his Escape Artist skills . Changing targets is a standard action . When the caster changes targets , the tentacle releases its current victim and immediately attacks the new target . The tentacle is not affected by bright light , sunlight , or light spells .
Arundel Arundel was the Archdruid of Kuldahar . Physical description . Arundel was an old human male and a druid of unknown power capable of using the Heartstone Gem which only someone with great natural or supernatural power could do . Personality . Acting as representative of Kuldahar , Arundel spoke for the village like it ' s leader , although some living in the village were not capable of describing him . He was very wise and knew many things about the surrounding lands in the Spine of the World mountains .
Backblast Backblast was an abjuration spell that caused fire - based spells to be turned back and granted some fire resistance . History . The " backblast " spell was first developed by the phaerimm s . It was stolen by magic - users of other races and could later be found in many spellbooks across Faerûn .
Baalzebul Baalzebul was the lord of Maladomini , the seventh layer of the Nine Hells , and one of the most powerful archdevil s . Formerly a celestial archon known as Triel , he bore the titles Fallen One , Lord of the Flies , Lord of the Lies , and the Slug Archduke . The last refers to the form he was cursed with after the Reckoning of Hell ; Asmodeus has made his natural form that of a filth - covered giant slug with tiny arms . Relations . Baalzebul was allied with Belial , but opposed Mephistopheles in all things , and desired revenge on Asmodeus for his humiliation during the Reckoning . History . Originally an archon named Triel , Baalzebul was cast down into the Nine Hells and promoted to devilhood by Asmodeus himself . Baalzebul was a perfectionist , and this served him well as he climbed the ranks of devilhood . Eventually he ascended to the status of Lord of the Seventh , not just deposing the former Lord but expunging all knowledge of that entity from existence . Baalzebul was , for a long time , one of Asmodeus ' s favored . He controlled not only his own layer of Hell but the Sixth as well , through his viceroy Moloch . During the Reckoning , Baalzebul ' s forces challenged Asmodeus himself , but were thwarted when Mephistopheles ' s troops turned on his own . To punish Baalzebul for his insubordination , Asmodeus changed his formerly angelic form into a melted , sluglike one . Suffering from depression , Baalzebul ' s perfectionism has lapsed , and his layer of hell shows the signs .
Night of Fourteen Magisters The Night of the Fourteen Magisters was an event involving the position of Magister on Eleasis 4 of 709 DR . It all started with a plot by the archmage Zunroun Iber of Calimport to kill the reigning Magister , Almer Galarthund . With the help of his three assistants ( two of whom died in the process ) , Zunroun clone d himself a dozen times . Whilst secretly scry ing Almer , Zunroun discovered that one of the favorite stops of the Magister for dinner was the Vizier Vanquished inn , in northern Calimshan . When Almer went to the inn , Zunroun unleashed all his clones to attack the Magister . Almer died under the spells , but Zunroun collapsed from the fatigue . All nine surviving clones immediately became Magisters and went mad because of the sudden power . So they started to kill each other , devastating the inn . One of the few surviving inn staff members went to call the inn ' s hired " firestop mage " , the local archmage Belmer of the Six Thunders . Meanwhile , the unconscious Zunroun was killed by his last assistant , Illinge Hardraw . Illinge was still exalting himself for the position he acquired when a spell cast from afar by Belmer killed him . Thus , the power of the Magister manifested in front of Belmer , but Belmer was quickly butchered by his own assistant , Turnock Draether , who at last become the new Magister . Mystra decided to put powerful magical immunities upon future newly risen Magisters after this event .
The Secret of Selûne ' s Eye " The Secret of Selûne ' s Eye " is the third issue of the " Advanced Dungeons & Dragons " comics series set in the " Forgotten Realms " and published by DC Comics . It was written by Michael Fleisher and Jan Duursema , drawn by Duursema , and edited by Barbara Kesel . It continued the story begun in " The Gathering " and " The Bounty Seekers Of Manshaka " . Background . In the back of this issue , Jeff Grubb presents background and rules for Onyx the Invincible and Imgig Zu . Also mentioned is the Song of Selûne . Appendix . Reprints . This issue was reprinted in the Dungeons & Dragons Classics , Vol . 1 trade paperback by in March 2011 .
Aegis - fang Aegis - fang was the weapon of Wulfgar , son of Beornegar , of the Elk tribe . Description . The head of this beautiful weapon was made from mithral , and the shaft was made from adamantite . A diamond coating was magically adhered to the entire weapon after its forging . The head was engraved with magical inscriptions , which were covered by the symbols of the dwarven gods Dumathoin , Moradin , and Clangeddin Silverbeard . Aegis - fang was a cumbersome weapon , but was perfectly balanced for Wulfgar . Any person not over 6 ft 5 in ( 1 . 9 m ) and lacking considerable strength would have a hard time wielding it properly . Aegis - fang was specifically attuned to its wielder Wulfgar and would magically return to his hand upon his telepathic command . History . After Wulfgar ' s servitude to Bruenor Battlehammer was complete , the dwarf - king forged Aegis - fang for his adopted son as a special gift . Wulfgar trained extensively with his new weapon . He used it in two battles against dragons — Ingeloakastimizilian and Shimmergloom — both with triumphant results . He also used it in a battle beside Drizzt Do ' Urden and Bruenor when they were victorious in their brutal fight against the balor Errtu . Appendix . Appearances . As well as appearing in many of R . A . Salvatore ' s novels , the weapon also appeared in " " . The game tried to explain that the most powerful of its enchantments worked only in Wulfgar ' s hands and , as such , if he is slain in the game , it only functions as a + 3 warhammer for the player .
Mordenkainen ' s faithful hound Mordenkainen ' s faithful hound is a conjuration spell that summons a phantom dog for defense and attack . It was presumably developed by the mage Mordenkainen . To Zakhara n mages , always reluctant to acknowledge ajami names and accomplishments , the spell was known simply as faithful hound , and counted among the spells of the universal province . Effect . You conjure up a phantom watchdog that is invisible to everyone but yourself . It then guards the area where it was conjured . The phantom watchdog immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it . ( Those already within 30 feet of the hound when it is conjured may move about in the area , but if they leave and return , they activate the barking . ) The hound sees invisible and ethereal creatures . It does not react to figments , but it does react to shadow illusion s . It is stationary . If an intruder approaches to within 5 feet of the watchdog , the dog stops barking and delivers a vicious bite ( + 10 attack bonus , 2d6 + 3 points of damage ) once per round . The dog also gets the bonuses appropriate to an invisible creature . ( For most defenders , the invisible creature gets a + 2 attack bonus and the defender loses any Dexterity bonus to AC . ) The dog is considered ready to bite intruders , so it delivers its first bite on the intruder ' s turn . Its bite is the equivalent of a + 3 weapon for purposes of damage reduction . The hound cannot be attacked , but it can be dispelled . The spell lasts for 1 hour per caster level , but once the hound begins barking , it lasts only 1 round per caster level . If you are ever more than 100 feet distant from the watchdog , the spell ends . Material components . A tiny silver whistle , a piece of bone , and a thread .
Cadogan Cadogan was an adventurer in Daggerford around 1370 DR . History . Cadogan was once an adventurer and a member of the large adventuring party called Her Majesty ' s Reconnaissance Team . They were tasked by a crazy noblewoman with recovering family items from Netheril . After the noblewoman died , the adventurers kept the profits they acquired . However , the death of the noblewoman triggered a curse upon the company and they started dying , one each year . In 1370 DR , only Cadogan and two others remained and he was becoming paranoid .
Bloody Keel The Bloody Keel was the ship of the fiery red haired rogue Sheila Kree . It received its name from the punishment its captain exacted upon those who did not obey , keelhauling . Cattie - Brie sank the Bloody Keel by shooting the helmsman as Sheila Kree and her band was making a hasty escape from her cove . With no one at the helm , the Bloody Keel crashed against the rocks and sank .
Blue Sigil The Blue Sigil was a mercenary company comprised of ogre s that was based in Mog ' s Keep , near Longsaddle and operated throughout the North . Around 1358 DR , they were led by an ogre named Mog the Fist , whose keep bore his name . History . The Blue Sigil was founded by Thorog , after his tribe had been repeatedly raided by adventures , brandishing unique symbols while being paid to kill ogres . He reasoned that if others could be paid to kill ogres , his tribe could turn the table and return in kind . Finding work was difficult at first , but the company garnered a reputation of reliability . Recruitment . Thorog and his successors ( of which Mog was the eighth ) accepted lone ogres into their group , provided they passed an initiation . This had led to a fairly large population within the group .
Bryn Shander Bryn Shander was the biggest of the Ten Towns and was known for being a trading center in Icewind Dale . Geography . The city was the only one of the Ten Towns not located on the shores of either Maer Dualdon , Redwaters , or Lac Dinneshere . The Eastway connected the city to the town of Easthaven in the east . Description . The circular walled town itself was placed upon a hill , with snowy plains stretching in all directions . There were three gates : north , south , and east . The City Hill sat just outside the wall to the northeast of the city . Defenses . Because of its defensive location , residents of cities east of Bryn Shander often took refuge within the city walls during wartime . History . Pre - Spellplague . In 1351 DR , the Ten Towns were attacked by the barbarian s of Icewind Dale . With the aid of Drizzt Do ' Urden and Bruenor Battlehammer , the horde was defeated at the gates of Bryn Shander . Around 1356 DR , Bryn Shander was under the leadership of spokesman Cassius . Post - Spellplague . In the fall of 1466 DR , the drow Tiago Baenre defeated the returned demon Errtu on a plain outside the city , endearing himself to the city . In commemoration of that event , a statue of him was erected on that spot , which consisted of a wide black circle . The statue depicted Tiago , the drow warrior , with a sword and shield . The plaque reads : " On this spot did Master Tiago slay the demon . And the snows will cover it nevermore . " In the late 1480s or early 1490s DR , sometime after the War of the Silver Marches , Bryn Shander was attacked by a group of frost giant s led by Drufi . The giants attacked the city looking for Artus Cimber expecting to acquire the Ring of Winter . The attack was thwarted by the city ' s inhabitants with the help of adventurers .
Hall of Commanders The Hall of Commanders was part of the complex of the Palace of the Enlightened Throne in Huzuz in 1367 DR . Activities . The Hall of Commanders was a large area dedicated to the housing of various leaders of the mamluk s , guards , and admirality . Each apartment was complimented by a host of servants . Inhabitants . Notable inhabitants of the Hall of Commanders included Thokkor , Preani Qin , and Sedji al - Sanje .
Toothed tentacle Toothed tentacle was an evocation spell that caused a shadowy tentacle of energy to spring from your hand . Effects . This spell created a tentacle of energy , starting at your hand and extending outward before splitting into three slimmer tentacles tipped by toothed gaping mouths . These mouths then struck at the caster ' s target . Realmslore . This spell was originally created by the Phaerimm of Myth Drannor . The spell was often found in spell trigger ed traps in phaerimm lairs .
Scrying Scrying was the magical ability to use one ' s senses to experience events far away . Magical sensor . Many divination spells of the scrying subschool created a magical sensor that sent the caster information . The sensor had the sensory acuity of the caster and acted as though it were a separate , independent organ . Any intelligent creature could notice an active magical sensor . The sensor could be dispelled . Limits . Scrying could not penetrate lead . Several magic spells , " antimagic field " , " mind blank " , " nondetection " , and " wardmist " could block scrying . Magical items such as weirdstone s could also block scrying . The semi - precious stone tchazar could blur the scrying of anything close to it . Aids . A chrysoberyl gem ( " aka " " cat ' s eye " ) could be used for short - range but very detailed scrying .
Cloak of chaos Cloak of chaos was an abjuration spell that granted magical armor and magical resistance . Effect . A random pattern of color surrounded the subjects , protecting them from attacks , granting them resistance to spells cast by lawful creatures , and confusing lawful creatures when they struck the subjects . This abjuration had four effects : First , the warded creatures gained magical armor and resistance . Unlike " protection from law " , this benefit applied against all attacks , not just against attacks by lawful creatures . Second , the warded creatures gained spell resistance against lawful spells and spells cast by lawful creatures . Third , the abjuration blocked possession and mental influence , just as " protection from law " did . Finally , if a lawful creature succeeded with a melee attack against a warded creature , the offending attacker was momentarily confused unless he or she had the willpower to prevent it . Focus . A tiny reliquary containing some sacred relic , such as a scrap of parchment from a chaotic text . The reliquary cost at least 500 gp .
Wind carpet Wind carpet was a spell unique to Zakhara , the Land of Fate . Effects . This spell allowed the caster , or someone they touched , to command a flying carpet created from a glowing magical force . Casters who commanded more magical might could create larger carpets compared to weaker wizard s . Their carpets could also carry far more weight . The carpet flew through the air quickly and deftly but was susceptible to normal and magical damage . A " dispel magic " spell would instantly destroy it . The carpet flew smoothly , allowing delicate functions such as spellcasting to be performed by the primary controller during travel . The controller remained firmly planted to the carpet even if they were flying upside down . However , any inanimate objects , or other occupants that were not held or tied down could fall off . Only someone touched by the caster could command the carpet . Components . This spell required a scrap of woven cloth to cast .
Goran Goran of Tethyr was a mercenary recruiter in Tethyr . Activities . Goran was the best - known recruiter of Tethyr with a staff of six fighters and thieves to help him . Usually people conscripted by Goran can ' t abandon his company : those who escaped earned Goran ' s anger . Goran can create units of infantry , cavalry , and archers . However there a big difference in the efficiency of those groups : the infantry was only a disorganized mass of mostly inexperience people , the cavalry on opposite was a disciplinate group but only thank to their commanding officers , the archers were an enigma , Goran knew nothing about archery , so their efficiency depended from the individual abilities of the recruits . Personality . Goran cared nothing about how ruled Tethyr , but remembered well the groups that not payed him well , like the city of Ithmong .
Mortick Swamp The Mortick Swamp ( also spelled Mortik Swamp ) was the only swamp in the halfling realm of Luiren . Geography . The Mortick Swamp was located in southern Luiren , just to the southeast of Chethel . It lay along Luirenstrand in the Great Sea . A road skirted the swamp ' s land boundaries to connect Chethel to Krenadir . Inhabitants . The forest was inhabited by monsters , namely merrow and scrag s , which often raided nearby lands . History . In 148 DR , merrow from Mortick Swamp attacked the halfling settlement of Chethel , destroying half of the city . In 1372 DR , an ogre shaman known as the Bog King led the merrow and used the scrags for his own purposes .
Incandescent blue ioun stone ( githzerai ) This incandescent blue ioun stone was a unique " ioun stone " created by the githzerai that boosted the wisdom of the bearer . Description . It was a spherical blue stone , weighing 1 lb ( 453 g ) . Powers . When attuned , the " incandescent blue ioun stone " increased the owner ' s wisdom . History . In a past age , in a realm beyond the Astral Plane , the githzerai craftsman Bashenee created an " incandescent blue ioun stone " for a great githzerai monk , who later fell in battle with githyanki . The stone circulated among the githyanki for many years , until it was given to the mind flayer Oinchack ' olp , who treated it as a prized possession . Around 1311 DR in Icewind Dale , Oinchack ' olp was roaming the Underdark beneath Icewind Dale when he lost the " ioun stone " , and some drider s found it . Oinchack ' olp ordered some passing adventurers to retrieve it from the driders ' lair .
Dragon magazine 354 " Dragon " issue 354 was released in April of 2007 . It contained the following articles related to the Forgotten Realms : Volo ' s Guide : Cormanthor : War Amidst the Trees . This article updates details on Cormanthor to bring its history current up to 1374 DR .
Allip Allips were the incorporeal remnants of persons driven to insanity who then killed themselves . They were a type of undead creature commonly conjured by evil spellcasters using the more advanced versions of the " summon undead " spell . Description . Allips were spectral variations of the persons they once were , with nightmarish , warped features befitting of the madness that possessed them . Their lower portions trailed away into a dark fog as they floated . Abilities . An allip had the ability to drain sanity from any creature it touched , growing more powerful in the process . An allip was as insane in death as in life ; anyone detecting an allip ' s thoughts by magic or telepathy was driven to the same madness . Behavior . An allip ' s only desire was revenge on those who supposedly pushed it over the edge to suicide . They swung wildly at any creature they detected , unaware that their incorporeal forms could cause no physical harm . They babbled constantly in incoherent whines . This mad muttering could hypnotize any sane creatures within a 60 - foot radius .
Erian Erian was a soldier in Caer Corwell . Description . Erian was a huge man with strong corded muscles . Personality . As a veteran of Corwell ' s guards , Erian despised peacetime and enjoyed the thrill of battle . Hard as nails , Erian was know for kicking dog s with his heavy . History . After arresting Daryth in 1345 DR , Erian entered the Festival of the Spring Equinox to drink Callidyrr mead at the tent of Geoffrey and met the lovely Meridith . Death . Later that evening in 1345 DR , Erian laid down with Meridith , who was actually the Darkwalker Kazgoroth in disguise , and as their lips touched , the monster stole Erian ' s life energy and replaced it with an evil presence .