naist-nlp/zeshel huggingface dataset:
Grimmbold Grimmbold the Gith was a Zhentarim githzerai agent in Skullport . History . Grimmbold lived in Sigil on Concordant Opposition , but the explosion of a portal sent him to Faerûn , near the Citadel of the Raven . He asked for help from a local and made a bargain with the Zhentarim : a major mission for them in exchange for a way to return to Sigil . Grimmbold in 1369 DR was tasked with the mission of going to Skullport and leading a Zhent cell and discovering everything about the city , Halaster Blackcloak , and Undermountain , then killing the mad archmage and conquering the place . However , the githzerai and his minions had only vague information and soon most of the other members of the cell were slaughtered , devoured , incinerated , or disappeared without a trace . With only two companions , the half - ogre Jom Bovine and the rock gnome illusionist Esten , Grimmbold decided to abandon the mission . Instead , they formed an assassins ' guild . By 1370 DR , the gith ' s assassins had started to acquire a certain reputation , and were growing in number . He also now owned a tavern Personality . Grimmbold hated Skullport and his inability to return to his home . Knowing his mission for the Zhents had been a suicide mission , he had no loyalty to them .
Idalia ' s flute Idalia ' s flute was a magical flute that affected a person ' s emotions . Description . Idalia ' s flute was a small and rather ordinary - looking flute carved from a piece of gray driftwood . It played beautiful , clear music . It was said that Idalia put a key inside this flute to unlock any heart . History . The flute was carved by the monk Idalia of the Yellow Rose . The carving became the focus of his existence and he nearly starved to death completing it . The flute was lost and centuries after Idalia ' s death it fell into the hands of Ilnezhara , a dragon disguised as a human in Heliogabalus . In 1368 DR , Ilnezhara ' s sister , Tazmikella , hired Artemis Entreri and Jarlaxle to retrieve the flute . The task was in fact a ploy for the two dragon sisters to judge the abilities of the pair . They proved themselves worthy and Ilnezhara gave the flute to Artemis , telling him , " Perhaps you will come to better appreciate beauty you cannot yet understand . " For Artemis , playing the flute helped to clear his thoughts . Jarlaxle persuaded him to do so often , believing it would help Artemis free himself of his emotional burdens . However , the flute brought up old , unwelcome memories and placed Artemis in a state of emotional turmoil . He eventually broke the flute into two pieces and threw them to the ground at Jarlaxle ' s feet , wanting no more to do with it ( or Jaxlaxle ) . He viewed that flute as part of Jarlaxle ' s attempt to manipulate him . A century later , when Artemis was enslaved by Charon ' s Claw , he believed that Idalia ' s flute would have kept the sword ' s powers at bay , but as far as he knew the flute was in the possession of Jarlaxle .
Fll ' Yissetat Fll ' Yissetat was a fairly powerful female green dragon who acted as an unwilling guardian for Abazigal ' s lair , having been geased into service . The key to unlocking the geas was a specific scroll kept elsewhere in Abazigal ' s lair . In order to reach Abazigal , the player character in " " will have to either release Fll ' Yissetat , in which case she will simply leave , or fight her .
Read southern magic Read southern magic was a divination spell that allowed wizards to read spells written in the Thoth mage - script of southern magic . Two versions of this spell existed : The one had been employed by arcane spellcasters in the Old Empires of Mulhorand , Unther and Chessenta as essential to practice their separate system of magic introduced after the secession of Thay ( though some of them also knew the northern counter - part , " read magic " , giving access to spells from outside their domain ) . The second and much younger version was a rare spell created by Random Riellor from Halruaa around 1347 DR and allowed wizards from outside the closed ranks of southern magicians to read their encoded arcane writings . Components . This spell required verbal and somatic components as well as a clear prism of mineral or piece of crystal , that was not consumed in the casting . History . Random only shared this spell with those whom he believed could further his research .
Hundred lotus Hundred Lotus was a sutra that would cause pain to an evil spirit . Realmslore . In the Year of the Helm , 1362 DR , the lama Koja of Khazari chanted the Hundred Lotus sutra when confronted by a mysterious woman with a magical feast , to test if she was an evil spirit . It had no effect , however , for she was neither an evil nor a spirit .
Diviner A diviner was a type of mage who specialized in divination magics . They were typically worshipers of the god Savras and fortune tellers . Notable diviners . Alaundo the Seer was said to be the greatest of their number . Gromph Baenre was one of the most powerful diviners in Faerûn .
Guiding bolt Guiding bolt was a light - based divine evocation spell . Effects . The spell caused a beam of light to hit a creature , damaging it and making it glow for a short period of time , temporarily making it an easier target . Components . The spell required verbal and somatic components .
Roving Dragon The Roving Dragon was an inn and restaurant in Suzail , Cormyr and owned by Caladarea Ithbeck . Geography . The inn was located on the promenade above Braundlae ' s Best , a tavern run by Braundlae . Structure . The establishment was created by knocking through doorways into several adjoining buildings on the upper floor . Customers entered via several staircases from the tavern below , and these bars served to bring the Roving Dragon customers in exchange for it not competing with their drink trade . Its prices are kept reasonable by serving simple but good food . Interior . The sunny chamber at the eastern end of the Dragon was called the " Snout Room " , and afforded a good view of the Royal Gardens past the court buildings . Food and drink . The restaurant served cider , meat tarts , soursweet fish tarts , and soups .
Immerhand Inn The Immerhand Inn was an inn located in the city of Wheloon in Cormyr . Its proprietor was Chalthos Immer . History . The Immerhand Inn was in business by 1358 DR . It was still in business " circa " 1369 DR . Famed traveler Volothamp Geddarm wrote about the business in " Volo ' s Guide to Cormyr " . Location . The inn was situated on a waymoot on Wheloon ' s northwestern fringe , a short distance north of Rathool ' s Pond . Description . It was a dark and rustic - looking building , with stables , a muddy wagonyard , and an outhouse . Inside the inn , the furniture was a random and mismatched selection of bought , scavenged , and roughly home - made pieces . Each room had beds , stools , and chests , and was lit by a huge storm lantern such as Chalthos had relied on as a mercenary . Another memento of his career were the paintings he ' d looted from around Faerûn ; one in each room provided the sole decoration . Services . The Immerhand Inn was Wheloon ' s third best inn — out of three . It was a poor quality place that provided no food or drink , do - it - yourself stabling and feeding of mounts , and patrons had to pump their own water for washing . It wasn ' t well known , and typically used by drover s and caravan merchants who wanted to stay out of the crowded town centre .
Raindrop Raindrop is the name given to the purest form of , specifically to flawless , colorless crystals or colorless areas inside larger , dark brown cassiterite crystals . Description . These stones , in their most prized form , were clear , hard , and durable , suitable for small faceted gems or they took a velvety smooth polish . Often they would be cut and polished into a teardrop shape and when placed on cloaks and other garments resembled raindrops , which gave them their popular name . The colored part of the stone was much less valuable and known as woodtine . A typical specimen had a base value of 500 gp . Powers . This gemstone and its woodtine form could be used as " residual magic " detectors , more sensitive than " detect magic " and other similar spells . When either variety was brought into contact with another gem , stone , or metal , it would darken in color if that item had been previously enchanted and had since released its magical energies . The color change was temporary and repeatable .
Kinterly Kinterly ran a magic shop in Zhentil Keep in 1357 DR . Activities . Kinterly ran Kinterly ' s Magics , one of the few recognized magic shops in the Realms . Usually he tried to buy genuine magic item s while claiming they were mundane , and sold almost - empty and non - functional magic items as if they were full - powered . Relationship . Kinterly had two fire giant assistants and a very good relationship with the Zhentil Keep guard .
Theras Theras was a half - elf druid and the bastard child of a prince . Description . Clad in brown robes and a green cloak , Theras had lengthy brown hair , partially worked into a braid over his right ear . Possessions . Theras owned a magical " hornblade " scimitar , in addition to an enchanted suit of leather armor and a mundane shield . History . Although he was a forest - dwelling druid , Theras was resented by his legitimate half - brother . When Theras ' s forest was burned down by his half - brother , he fled , only to return a decade later . Theras exacted revenge by strangling his brother with the foliage of the regrown forest .
Kuo - toa Kuo - toa were a debased monstrous humanoid fish - like race that dwelt in the Underdark . They had human - like bodies and fish - like heads . Religion . Most kuo - toas worshiped the goddess Blibdoolpoolp , though a few remote tribes worshiped Dagon . Blibdoolpoolp was the focus of the kuo - toas ' lives , and even had her own monstrous , deformed kuo - toa breed : the giant kuo - toa leviathan . Society . Their priests could cast magic , due to the fervent belief they held in their gods manifesting itself into raw power . " Whip " was the name given to cleric s of Blibdoolpoolp . " Monitor " was the name given to those that had trained to fight with nothing but their bodies since birth . Kuo - toans maintained friendly relations with drow , their Underdark neighbours . They often raided seaside settlements for human victims , which they would often sacrifice . One of their cities was Sloopdilmonpolp , the City of Pools . Others were Looblishar and Olleth . Kuo - toa almost never wore armor , as they disliked the feel of it on their bodies .
Talabrina Duskryn Talabrina Duskryn was the main enemy of the deep gnome s re - settling Blingdenstone . Personality . Talabrina greatly hated the deep gnomes . She was a treacherous and greedy individual like most drow but her hate for svirfneblin consumed her , driving her to commit unspeakable atrocities . In her mind , her actions were blessed by Lolth . On the surface , her objective was to sack the city of all its treasures . Relationship . Two unusual bugbear slaves served Talabrina with total loyalty : one was an albino , and the other was black as night . History . In 1479 DR , Talabrina tried to destroy the reborn deep gnome settlement in Blingdestone by any means . She first killed some scouts and afterward tried to sabotage all missions by an adventuring party hired by Kargien Dissengulp . In the end , she was defeated by the adventurers .
Salember Obarskyr Salember Obarskyr was the regent of Cormyr . Relatives . Salember had a single brother , Azoun III . Background . When Azoun III died , prince Rhigaerd was only six years old , so Salember took the throne of Cormyr as regent . Salember plotted to kill Rhigaerd and take the throne , leading Cormyr into civil war . Death . When he refused to relinquish the throne he was killed by the royal wizard Jorunhast .
Mulhorandi language Mulhorandi was a regional tongue of East Faerûn , and the official language of Mulhorand and Thay . Other regions where it was commonly spoken include Murghôm , Semphar , and Chessenta . In most areas where Mulhorandi was spoken , it used the Celestial alphabet ; however , Thay used the Infernal alphabet instead . Common Mulhorandi surnames included Ankhalab , Anskuld , Fezim , Hahpet , Nathandem , Sepret , and Uuthrakt .
Detect snares and pits Detect snares and pits was a divination spell that made the caster aware of pits , deadfalls , and snares in a chosen direction . Effects . This spell could detect terrain hazards , creature hazards , and even magical hazards as long as they were not mechanically complex and resembled pits , deadfalls , or snares . Sinkholes , trapdoor spider s , ant lion s , hunting snares , quicksand , unstable rock walls , " trip " and " snare " spells , and spike / spear / crossbow traps and the like were all detectable by this spell . The caster experienced a premonition of danger when facing a hazard , which increased as he or she closed the distance . The older version of " detect snares and pits " divined in a corridor 10 ft ( 3 m ) by 40 ft ( 12 . 2 m ) . The newer version had a cone - shaped area of effect that extended 60 ft ( 18 . 3 m ) from the caster . The newer version also revealed more information the longer the caster concentrated in a particular direction . Not only the presence of hazards , but their number and location ( if within line of sight ) , and finally the type of one hazard and its triggering mechanism or conditions could be determined . Other hazards could be scrutinized in turn as long as the spell remained active . This spell could penetrate barriers , but 1 ft ( 30 cm ) of stone , 1 in ( 2 . 5cm ) of common metal , a thin sheet of lead , or 3 ft ( 1 m ) of wood or dirt blocked it . Components . All versions of this spell required verbal and somatic components . The older versions of this spell also required the caster ' s holy symbol or mistletoe .
Karr Karr was a member of the Shields of the Highland adventuring company in Tethyr in 1370 DR . Description . Karr had a bald head and sported a curly brown beard . he had brown skin . He was stocky , looking somewhat like a tall dwarf . History . Karr hailed from a village near the Forest of Mir like all his companions . On Uktar 8 , 1370 DR , the Shields of the Highland lost two of their members while guarding a caravan . Unexpected cold weather led to snow , and a band of fourteen gnoll s were able to track them and attack them , killing two of them during the ensuing battle . At dusk two days later , Karr and the other three survivors went to the Blue Badger Inn in the village of Toralth to grieve their loss . Karr wailed over the death of his friends and drank a lot , becoming very inebriated . They found a bard in the tavern , calling himself Fylson Tarasp , and demanded that he compose a dirge for their two fallen friends . They had no idea that this man was actually a secret agent of the sea elf Gantar Kraok . Later that night , three dwarves , Bapar Ghalmrin , Odak Truesteel , and Soram Battlebellow , entered the tavern seeking the " Sondarr Scepter " and interrupting the ballad that Fylson was singing for Dumax . This greatly angered the Shields of the Highland . When Bramas Thorntree , another patron , accused some of the other patrons of stealing the " scepter " , Timor , Karr , and Vajal got up from their chairs and began throwing their beer mugs and swinging their chairs . Timor ' s mug struck the dwarf leader Bapar , and a tavern brawl was started when Soram stepped up to defend his prince . Bramas and his companions , the Company of the Anvil used this as an opportunity to escape with the " scepter " .
Southern magic Southern magic was a term used to describe spell s written in a different magical language . While many spells common in the rest of Faerûn were also employed by mages in the south using this language , they also created a number of unique ones unknown outside their ranks . The term also applied to certain spellcasting techniques that blurred the line between arcane and divine . Origins . As the named implied , southern magic originated in south Faerûn , specifically Halruaa , Mulhorand , Unther , and parts of Chessenta . Wizard s who were not native to those lands could not read spells or scroll s written in the southern magic language , even through the use of a " read magic " spell . The distinctive script was originally developed by priest - mages of Thoth to protect their secrets after the secession of the former Mulhorandi province of Thay . Therefore , it became also known as Thoth mage - script . Usage . A Mulan human who mastered southern magic , known as a " southern magician " , learned to weave magic in an unusual manner , blurring the distinctions between the arcane and the divine . Although the source of a spell and its preparation remained the same , a southern magician could cast an arcane spell as divine or a divine spell as arcane , allowing them to access different benefits or to circumvent the restrictions that encumbrance or armor typically placed on arcane spellcasting . Such spells were confusing to those not versed in these techniques , and they struggled to identify , counter , or dispel them . Rumors and Legends . In the mid - 1340s DR , the brilliant wizard Random Riellor successfully created a spell that allowed non - Halruaans to decipher a spell written in southern magic . This spell was called " read southern magic " . Random only shared this spell with those he believed would help further his research . There were also rumors that there existed practicioners of path magic in the magic tradition of these old empires , following a Road of Southern Magic .
Eric L . Boyd Eric L . Boyd has co - authored a number of " Forgotten Realms " campaign supplements , most recently the " Forgotten Realms Player ' s Guide " for 4th edition D & D . He also authored . History . Boyd used to run a campaign set in the " Forgotten Realms " , specifically a set in Waterdeep , City of Splendors , revolving around the Waterdhavian nobility called " Hidden Splendors " . However , Hidden Splendors is currently on hiatus . More recently he has started up the " Six Swords " campaign set in the Sembia n city of Yhaunn .
Hun - kho Hun - kho was a legendary war chief of the Kalmyr tribe in the Hordelands . History . Hun - kho was a great conqueror of the steppe nomads , reaching as far as the Dragonwall to the east . Rumors and Legends . Hun - kho was not buried within Ejen Horo like many other great leaders of the nomads . Instead , his splendid noble tomb was buried somewhere beneath the vast steppe . All who knew of its location were slain upon its completion .
Elemental vortices Elemental vortices were permanent pathways that existed between the four elemental planes or an elemental plane and the Prime Material Plane . History . Genie s used these passageways to travel between the courts of other genies located on the elemental planes . Elemental vortices did not exist between directly opposing elemental planes . For instance , there was no elemental vortex between the Elemental Plane of Fire and the Elemental Plane of Water .
Arahnar Arahnar is a female human werewolf . She was found injured in human form by Kharran Fel , who nursed her back to health and they began a relationship . She does not remember who caused these injuries , how she got separated from her pack , or much about her pack , but she is determined to find them again . Appearance . Arahnar has trim build , dark hair and dark eyes . She has hawkish features . Because of her lycanthropy , she prefers loose - fitted garments that won ' t tear when she changes shape . Equipment . Arahnar carries both a dagger and a short sword and is equally dangerous with either . Search for her pack . Arahnar believed that the Circle of Vehlarr was the key to her finding her pack again . She remembered hearing legends about it when she was a child and it is holy to her people . She travelled to Scornubel with Kharran to find Angah Lalla , the fence whom she believes to possess a map to the Circle . On entering Angah ' s shop and asking for the map , three members of the Silver Stake stepped out of a hidden door and confronted Arahnar and Kharran . Kharran defeated all three but not without injury to himself , and the pair seized the map and made their exit . Arahnar discovered from the map that her pack had likely gone to Myth Lharast , but soon after this realization , she and Kharran were approached by Avan Vatsisen , a Wizard of Thay , who magically paralyzed her and took samples of her blood . She was enraged and chased the wizard down , but she fell under another of his spells that caused her to fall in love with him . When Avan ordered his flesh golem s to kill Kharran , she managed to break free of this spell and had intended to kill Avan until he said that he was able to use his magic to help her rediscover her pack . Back in Scornubel , Avan gave Arahnar a ring with several charges of both " detect lycanthrope " and " teleport without error " so that she could use them together to become reunited with her pack , and offered to recharge the ring if she returned to him . She used the ring to transport with Kharran to the last known home of her pack , a cave in the Wood of Sharp Teeth . There they encountered two hostile werewolves who attacked them . The outcome of this combat is unclear .
Nostyn Vandur Nostyn Vandur was a War Wizard of Cormyr . History . In 1480 DR , Nostyn arrived with two ironlord bodyguards at Castle Irlingstar , just after Arclath Delcastle and Amarune Whitewave . He claimed to be sent to lead the investigation into the murder of seneschal Marthin Avathnar but lord steward Gelnur Farland mistrusted him . He together with Duth Gulkanun and Imbrult Longclaws tried to stop Gelnur , Lord Delcastle and Amarune but in the fighting was killed .
Daltim ' s flaming fist Daltim ' s flaming fist was an arcane evocation spell that created a fiery fist to strike one ' s foes . It was developed by Daltim Flamefist of Halruaa and was his signature spell . Effects . The spell naturally created a flaming fist of roughly the same size as a human first , appearing midair at any location no more than 10 yards ( 9 . 1 meters ) away . The caster could then direct it anywhere within ( 55 meters ) of themselves , and strike a target with it , whereupon it would explode into a 6 - foot - wide ( 1 . 8 meters ) ball of fire , burning its target . If it collided with a flammable object , then that object could well catch fire . Surprisingly , if the " flaming fist " missed its target on its first attack , its heat energy was stored and carried over to the next attack . Thus , if it missed once , then hit , it did twice as much damage on the second attack . Without the caster ' s intervention , the " flaming fist " would continue to attack the last target it was given , or if told not to attack , it waited , though this ran the risk of igniting anything nearby . It lasted only a short duration . Components . In addition to the usual verbal and somatic components , the spell required a glove ( made to fit the caster ' s own hand ) with a pinch of phosphorus and a pinch of sulfur placed inside . Glove , phosphorus , and sulfur were all destroyed in the casting . History . The spell was developed by the Halruaan mage Daltim Flamefist sometime in the mid - 14th century DR . He included it in his spellbook " Daltim ' s Tome of Fire " , which he lost in Tethyr in the 1360s DR . It remained a unique spell at the time .