naist-nlp/zeshel huggingface dataset:
Lanniver Strayl Lanniver Strayl was a fighter member of the Order of the Gauntlet during the Rage of Demons . Activities . Lanniver was a very respected fighter for the army of good in Faerûn . History . During the Rage of Demons , Lanniver was the Order of the Gauntlet delegate to King Bruenor Battlehammer of Gauntlgrym to discuss the madness spreading in the Underdark . Personality . Lanniver had seen all kinds of things and it seemed that few things surprised him . He had a fatalistic approach to life with a bit of sarcasm , for him things would always go bad , and it was at that point that good people took action . Relationships . He always had with him his squire Rhiele Vannis .
Weapon master For a weapon master , perfection is found in the mastery of a single melee weapon . A weapon master seeks to unite this weapon of choice with the body to make them one and to use the weapon as naturally and without thought as any other limb . Source of Power . Like other classes such as the monk , red avenger , and master samurai , the weapon master uses an esoteric force known as " ki " to increase his lethality in combat . His goal is to unite his weapon of choice with his body , and be able to use it without conscious effort as naturally as he would use any other limb . Individual weapon masters are often named for their weapons : for instance , a weapon master who uses longsword s would be a " longsword master , " a warhammer wielder would be a " warhammer master , " etc .
Hakim Hakim was an efreetikin who lived in Huzuz , the City of Delights , in 1367 DR . Personality . Perhaps because of his master ' s numerous negative dealings with genies , Hakim was quite sullen most of the time . Relationships . Hakim was the gen familiar of the famed sha ' ir Adnan al - Raqi . Activities . Hakim did as his master asked , which usually involved fetching spells from the various elemental planes .
Battlefield archer Battlefield archers are ranger s trained to become the pinnacles of archery and are typically imagined as unrivaled in the use of ranged weapons . Calm in the heart of battle , battlefield archers rarely miss and are a valuable addition to any adventuring party . Abilities . Battlefield archers train themselves to become paragons of marksmanship , gaining several abilities and marks of their specialization as a result . Battlefield archers rarely miss and their arrows are quite often lethal . Battlefield archers are deadly foes and even the most inexperienced ones find the only limit to their range of targets is the strength of their senses and ability to percieve their surrounding . Perhaps more worrying is that veteran battlefield archers also possess an uncanny evasiveness , proving more difficult to hit than most warriors even as they strike arrows in their foes . Battlefield archer exploit s , as would be logical , focus on the use of ranged weapons , most often bow s . Battlefield archers are swift and deadly and often leap from the felling of one foe to attacking another . With enough experience , battlefield archers learn " quarry ' s bane " , which enables them to attack several targets of their choosing all at once , sowing chaos in the battlefield . Battlefield archers commonly work with others as well and the " combined fire " exploit aids battlefield archers working with allies , allowing the archer to take tactical advantage of their combined efforts .
Warmonger genie Warmonger genies were special tasked genie s who served as strategists and advisors to generals and lords . They were found leading soldiers or mercenaries . If there was not a war to be found then they would usually start one . Originally created from efreet , warmongers only retained that race ' s inherent thirst for war . They were unique among tasked genies in that they usually desired to outstay their service to a sha ' ir . They accomplished this by vowing to uphold a particular cause , dynasty , or kingdom as opposed to serving a single king or lord . This allowed them to resist the dismissal from individuals . Warmongers often turned against those who summoned them if they believed the summoner was barring them from completing their given task . Description . Warmonger genies were covered with hair that dripped blood . Most warmonger genies were obese and stood no taller than five feet ( 1 . 5 meters ) . They wore heavy armor in battle . Combat . These genies were capable fighters but leadership was their strongest asset . Troops under their command were inspired by honor or fear , but fought with heightened passion nonetheless . Warmongers preferred to fight from horseback where they could use their incredible strength to swing weapons . These genies could use the following spell - like abilities : " cloak of bravery " , " suggestion " , " enchanted weapon " , " fear " , " remove fear " . Habitat / Society . Warmongers were devoted to their lords and loyal to their cause , often carrying on a battle after a lord requested for them to cease . They would retreat if it was advantageous . These genies were usually summoned to perform a specific task such as defending a critical mountain pass . They would urge their lords to continue the fight wherever applicable . Ecology . Warmonger genies usually had severe impacts on ecologies because of the need to supply their troops with food and shelter .
Waves of sand Waves of sand was a spell unique to Zakhara , the Land of Fate . Effects . With this spell the caster caused the sand surrounding a wagon , or similar vehicle , to undulate like water . The wagon could be carried along as if it were riding a tide . Living creatures surrounding the wagon , such as pack animals , could not pull the wagon while the spell was active . The wagon could travel at a rate of 3 miles ( 4 . 8 km ) per hour and the direction was controlled by a mental urging from the caster or anyone else whom the caster designated . The spell would automatically end if the wagon stopped for more than one minute . Components . This spell required the presence of sand to cast .
Taharak Taharak was once a powerful warrior among the drow of Maerimydra in life , before rising as a ghost after his death . Description . Taharak cut an impressive figure in his full plate armor , even more so when wearing his leering skull helm and astride his nightmare steed . In battle , Taharak wielded a spiked chain . History . Before his death , Taharak fought for Lolth . However , after dying he took up the cause of Kiaransalee , rising anew as a deadly ghostly champion . During Lolth ' s Silence in Maerimydra , the rising cult of Kiaransalee there put him to work as a scout , collecting the corpses of the fallen and bringing them back to Castle Maerimydra for reanimation by Irae T ' sarran ' s servants .
Askar Askar ( askara for females ) were the most common kind of warrior found in Zakhara . They served as the backbone of any defense . Requirements . Askar had no special requirements . Role . Many elite warriors began their careers as askar . They often served as caravan guards , city soldiers , or palace guards . Askar were typically found in urban areas and were more civilized than other warriors . The sky was the limit for how high a warrior beginning as an askar could rise . Many askar were extremely patriotic and were easily offended if their homeland was insulted . Equipment . Askar used a wide variety of weapons and equipment to suite their needs . Special Benefits . Any askar dwelling in their hometown was extremely comfortable and able to move about the city and undertake social interactions such as haggling with ease . Special favors or discounts from merchants were common as well . Special Hindrances . Askar had no special weaknesses other than their short tempers when their homeland was insulted .
Player ' s Handbook 4th edition Contents . The " Player ' s Handbook " is the first core rulebook for the 4th edition of the " Dungeons & Dragons " roleplaying game . Within , as in previous editions of the " Player ' s Handbook " , are contained all that any player needs to know before playing for their first time , including available classes and races from which to build their character , as well as an introduction to combat rules and a listing of magical equipment that player characters can acquire . The rulebook also includes a listing of feats and ritual s , which players can use to further optimize and customize their characters . Unlike later books in the 4th edition core rules , the first " Player ' s Handbook " focuses on arcane , divine , and martial classes . The book is divided into ten chapters , as follow :
Orran Orran was a senior Doomguide and priest of Kelemvor in Neverwinter in 1484 DR . Relationships . As a member of the Eternal Order of Kelemvor , his mission was to clear the city ' s graveyard of undead . History . During the Tyranny of Dragons , Orran assisted Volahk .
Salvar Brix Salvar Brix was a member of the Brotherhood of the Cloak in Mulmaster in 1491 DR . Personality . Salvar was a charismatic individual , and always learned what he needed to motivate others to do his will . He was warm and gracious to those who could help him and quick to dismiss those who could not . Salvar believed that money could buy anything , including loyalty . His main ambition was to unlock forbidden magic and lore lost to most mortals . He believed that Drayson had found some of that magic History . Salvar was of noble birth and joined the Cloak at an early age . His partner was Drayson Fivestars . In 1491 DR , after a routine visit to a lost tower near the city , Drayson began acting strange and soon after was killed . Salvar decided to investigate the killers of his partner , but was ambushed by some thugs . Luckily an adventuring party saved him and he hired them to investigate for him .
Many - Windowed Tower The Many - Windowed Tower was a slender tower , 6 or 7 stories tall , on the southwestern shores of the Yal Tengri in the Hordelands . Inhabitants . The tower was the abode of a lich named Demchungchumrub who kidnapped and killed sailors along Yal Tengri to crew his spelljammer ship , a great galley known as " Delras " .
Dueling Globes Dueling Globes was popular game played among children and adolescents in Halruaa . Description . Halruaan children capable of casting basic spells would attempt to mimic each other when casting the " dancing lights " spell . One participant would create dancing lights , and another would attempt to mimic the movements of the first set of lights . It was a common site in many Halruaan towns to see children running down the streets playing this game .
Craft District The Craft District was a district of Huzuz , the City of Delights , in 1367 DR . Description . The Craft District was found in the North Quarter and covered a large portion of the northeast corner of Huzuz . This district was nestled between the Warehouse District along the Street of the Ajami to the west and the East District along the Ghost ' s Route to the south . The Street of the Learned exited Huzuz through the Craft District , leading many students to the ferries that transported them to Al - Bidir Sallah on the opposite bank of Al - Sarif River . Inhabitants . As the name implied , the Craft District was the home of many artisans and craftsmen , including some major families and guilds . Those with the coin to spend to satisfy their eclectic tastes often came to the Craft District to sate their curiosity and desires .
Acid splash Acid splash , also known as acid orb , was a conjuration spell used by sorcerer s and wizard s . Effect . When " acid splash " was cast , the sorcerer or wizard conjured a sphere of liquid acid which , when thrust at a target , collided and exploded , burning one creature with its contents . The spell was easily cast and one needed not rest before recasting it . The potency of the spell ' s effects also increased over time , dependent both on the sorcerer ' s level of experience as well as , as in the case of most sorcerer spells , the sorcerer ' s strength of personality . Like other spells , " acid splash " could only be cast as many times as its caster either had energy left for spellcasting or , in the case of wizards , had prepared for it . History . Between the Spellplague and the Second Sundering , " acid splash " was better known as " acid orb " and could be cast only by sorcerers . This form of the spell was significantly stronger .
Ring of the vizier The ring of the vizier was a magical item that could be found in Zakhara , the Land of Fate . Description . This magic item was available in a wide variety of ring types . Powers . These rings were similar to " message ring s " . When a command word was uttered , the face of the creator of the ring appeared in the center gem . The image of the face was capable of relaying a message that could last for one minute . The creator of these rings could also store one medium - powered spell within the ring . This spell could be used 10 times before it expired .
Temple of Tyr ( Dagger Falls ) A temple of Tyr lay in Dagger Falls and was occasionally known to lend its services to adventurers who aided Randal Morn . Location . It was situated in Dagger Falls , in northern Daggerdale . Services . The temple of Tyr in Dagger Falls offered a few services to those willing and able to pay . Healing and spellcasting services were provided , if necessary . History . In 1372 DR , the temple of Tyr had a good working relationship with the Lord of Daggerdale , Randal Morn , with a senior cleric of Tyr , Tunfer the Stout , operating as the Lord ' s advisor .
Vilhon Cider Vilhon Cider was a cider crafted in Nimpeth . It was also sold through Aurora ' s Whole Realms Catalogue . Description . The strong fruity flavors of this heady cider made it quite exquisite . Vilhon Cider was best served hot with cinnamon or cloves . Prices . Vildon Cider could be purchased in the following containers :
House Eroth House Eroth was a silver elf house . History . As of 1367 DR , House Eroth was led by the elders and siblings Tanithil Eroth and Anaharae Eroth . Before the Retreat , it was known for its ranger s and scouts , but these services were far less important on Evermeet and many become woodsmen instead . Activities . Eroth was a religious house , worshipping Angharradh , Corellon Larethian and Rillifane Rallathil . The house was noted for its members ' views , which often conflicted with those of the elves as a whole . For example , they did not recognize the authority of Queen Amlaruil Moonflower over the elven people . Base of operations . The house ' s estate consisted of small stone buildings in Leuthilspar connected by underground tunnels .
Tyran Tyran the Outlaw was a bandit leader in Teshendale in 1368 DR . History . Tyran was a descendant of an old Teshwave family . Around 1368 DR , he gathered a small army and started to attack Zhentarim caravans with the ultimate goal of freeing his dale . The Zhent s put a bounty on his head .
Dragon Wars The Dragon Wars were between the Calim Empire and the dragons in the Marching Mountains . It started when a flight of dragon s destroyed the city of Calimport in " circa " - 7790 DR . This event initiated a century of war pitting Calim and the genie s against the dragons . By its end , every dragon in the Marching Mountains died at the hands and magic of the genies . The genies ' magic rebuilt Calimport within a year of its initial destruction .
Ra ' koo Ra ' koo was a village in the kingdom of Koryo in Kara - Tur . It lay north of the city of Koje . Folk there discovered and disturbed a burial site of the ancient Han people , and brought a curse upon themselves . By 1357 DR , it was impossible for any person , not even children , to sleep within the village . The sleepless villagers grew weak and desperate for anyone who could lift their curse or find the cause of their condition .
Erqynak Erqynak was an elderly ixzan who was a member of the Xendreth , the ruling council of Malydren in 1370 DR . Activities . Erqynak ' s primary concern was with spell research . His nickname derived from the effect caused by an original spell he created , called " Erqynak ' s icy breath " . Erqynak studied cold - related dweomers and drew his innate spell powers mostly from the school of evocation .
Good In 4th edition , good characters are those who believe that protecting and helping those in need , or those who are too weak to act for themselves , is the right thing to do , without special regard for the law or authority . The good alignment includes tenets from the neutral good and chaotic good alignment s from previous editions . The good alignment is distinct from the lawful good alignment in that good characters are not bound to sacrifice themselves or ignore completely their own needs for the sake of some ethos or code of conduct , although they probably have a strong inclination to do so . They are aware that power corrupts those who wield it , and that it ' s better for authority to rest in the community rather than the hands of a single individual . Good characters fight the law when it becomes exploitation .
Brelaina Brelaina was the captain of the Watch of Neverwinter . Description . Brelaina was typically dressed as a soldier . She had a Watch uniform , which she kept it in a good condition . She was attractive . Personality . Brelaina , unlike Cormick , was a good diplomat and thought about her next steps wisely . While she did not want to pester people too much , she expected of her soldiers some loyalty , competence , and discipline . History . After the city guardhouse was burned and the Kalach - Cha and companions started to work for the Watch , they needed to go to the Merchant Quarter , where her office lay . Brelaina would task them with jobs like stopping bandit shipments , raiding a smuggler ' s warehouse , and rescuing Fihelis . Once done , she would give them a pass to Blacklake District . When the Kalach - Cha was accused of being a murderer , Brelaina had a new task : to go to Gannish Estate and hold a transaction . Once completed , she would give a reward . Later , she appeared talking with Aldanon about the prisoner that was held in Crossroad Keep .
Order of the Bladewright The Order of the Bladewright was a psionic unit of the Knights of Imphras II made up of soulknives , based in the kingdom of Impiltur . Activities . The soulknives of the Order of the Bladewright dedicated their minds and bodies to the protection of the Boy King , Imbrar II . He was kept hidden by the regent and ruling council for fear of assassination , as had frequently befallen monarchs of Impiltur in the past . These soulknives kept their young king under close and constant watch , as much as he might protest . History . The Order of the Bladewright was fulfilling their duty by 1374 DR . At that time , Imbrar was posing as one " Sarshel of Laviguer " Imbrar was due to claim the throne and come into the open on his sixteenth birthday near the end of that year .
Ama Basin The Ama Basin was the southern part of the land called the Northern Wastes in Kara - Tur . This land was called the Ama Basin in honor of the great river Ama that originated here and ended in the Celestial Sea . Also in these lands were the Koryaz Mountains , which were home to many tribes . Geography . The Ama Basin was a large , mostly unexplored area consisting of woodlands and swamps , rich with game . Inhabitants . The Ama Basin was home to the Pazruki , Tayanuchi , and Issacortae tribes , as well as bakemono . Locations . Deep within the Ama Basin lay Panjuis , an ancient pixie fortress constructed from three massive trees . The fortress was left to rot and decay for hundreds of years after its ruler , the Pixie King Teremon , passed away , and the other pixies left . By 1359 DR , it was inhabited by a tribe of bakemono , who were repairing the fortress for their own use .
Narm Tamaraith Narm Tamaraith was a young apprentice mage who become the lover and later the husband of the wielder of " spellfire " , Shandril Shessair . History . Narm decided to become a mage after he saw a battle between two wizard s that killed his parents . He became the apprentice of the wizard Marimmar the Magnificent , a good but slow magic teacher . The pair went to the ruined Myth Drannor to acquire magical treasure but Marimmar was quickly killed by the devil s there . Trying to escape , Narm met Shandril , on the run from the Cult of the Dragon . The two helped each other and in the continuous fighting against all the evil organizations that hunted Shandril , Narm and Shandril became more and more close until they fell in love with each other . In their escape , Narm was also briefly tutored in the magical arts by powerful wizards like Elminster Aumar and Khelben Arunsun . In the end , however , after a bloody battle Narm was fatally injured . Shandril thought this was her fault ( although this was not true ) and used her last " spellfire " to heal Narm . She decided to sacrifice herself to stop the hunt and told Narm to fall in love again with another girl . She then turned her " spellfire " against herself and disappeared .
Lorthio Bukbukken Lorthio Bukbukken was a duergar alchemist in Gracklstugh during the Rage of Demons . Relationship . Until the Rage of Demons , Lorthio had dealings with the corrupt Gorglak . Activities . Lorthio was an alchemist of Clan Bukbukken and a member of the Gray Ghosts . History . During the Rage of Demons , Lorthio was waiting for a delivery from Droki .
Gith ( race ) The gith ( they referred to themselves as “ the People ” ) are a group of natural outsider s , descended from human s enslaved by the illithid s . The gith are divided into two different races , the githzerai and githyanki . Additionally , there are gith who went their own ways after the gith split . These powerful individualists are not precisely a " race , " but are collectively referred to as githvyrik . History . The gith were once slaves to the illithid s , a race of powerful telepaths who mentally enslaved sentient humanoids to work as the backbone of their vast worlds - spanning empire . It is believed these slaves were originally humans transformed through selective breeding . Eventually , these slaves developed mental resistance to their masters ' mind control and , under the guidance of their leader Gith , revolted , causing the downfall of the illithid empire . Gith , however , was not satisfied with the destruction of the illithids alone , and sought to spread the war to any race that could potentially enslave her people again . She was opposed in this endeavor by the followers of Zerthimon , who believed that such a path would lead their people to corruption and ruin . Thus , at the Pronouncement of Two Skies , the gith race fractured into the githyanki and the githzerai . Battle was waged on the Blasted Plains , and the githyanki retreated to the Astral Sea while the githzerai withdrew to the chaos of Limbo . The githyanki hate the githzerai because their betrayal allowed the surviving illithids to retreat to isolated subterranean strongholds ; the two races have remained enemies ever since .
Cora Peytir Cora Peytir was one of the Blades of Mulmaster . Activities . In addition to her duties as a Blade , Cora managed her family business of lumberyards and mills . History . Around 1491 DR , a series of strange quakes damaged only House Peytir ' s holdings , so she hired some adventurers to investigate the matter . Personality . Cora knew that her hold on power was tenuous at best , but she enjoyed her position and the attention she received . Cora easily saw through raw flattery , but could sometimes overlook the agenda of those who were exceedingly deferential to her status as a Blade . She always conducted reasoned negotiations but did not shy away from threats of financial ruin or implied violence .
Ebony Queen The Ebony Queen was a special sailing vessel capable of travelling between all of the genie realms on the Elemental planes . Description . The entire ship was made from ebony wood and was set with an orrery of the inner planes . Crew . The crew for the " Ebony Queen " was comprised of jann , corsairs , sea mage s , and amazons . Soot was their captain .