naist-nlp/zeshel huggingface dataset:
Falconstar Wayshipping Falconstar Wayshipping was a business located in the city of Wheloon in Cormyr . It rented out storage space for cargo . It was owned by Mhaernos Falconstar . Description & Defenses . Falconstar Wayshipping made up the southernmost reach of the city on the east bank of the Wyvernflow , " circa " 1369 DR , lying south of the Cormyrean Coins Coster compound . The business included a warehouse and a wharf , which were lit by " driftglobe " s . Two zombie ettin s guarded the wharf , guards watched the warehouse . Assisting these guards was some worse creature that twice killed and devoured whole raiding pirate bands . Services . The business rented storage space to caravan masters and ship captains transshipping or wayshipping their cargoes between land and river routes . History . Falconstar Wayshipping was in business by 1358 DR and still in business in 1369 DR . Famed traveler Volothamp Geddarm wrote about the business in " Volo ' s Guide to Cormyr " .
Power word , banishment Power word , banishment was a spell unique to Halruaa . Effects . This spell allowed the caster to banish a single extra - planar creature , forcing it back to its native plane . The caster could not use this spell on himself or herself . If the caster could see the creature , then the spell took effect instantly when the power word was uttered , usually the name of the creature ' s home plane . A banished creature could not return to the plane it was banished from unless a special summoning occurred . This spell was much more powerful than the " banishment " spell . The spell could fail against a creature ' s magical resistance . If the caster uttered the wrong name of the creature ' s home plane , or if the creature was too powerful to be banished , then the spell would backfire on the caster , usually sending them to the named plane instead . The caster had a chance to resist the spell ' s backfire , at which point they would be dazed for several minutes . Successfully casting this spell prevented the caster for casting any other spells for one full minute . Components . This spell did not require physical components to cast .
Chant Chant was a conjuration spell that provided a " bless " on the caster ' s allies and a " curse " on the caster ' s enemies for as long as the chant could be maintained without interruption . Effects . Allies were filled with hope , boosting their morale and improving their combat ability , giving them a slightly better chance to strike a blow or aim true . Simultaneously , the caster ' s enemies were filled with trepidations and doubt , lowering their morale and dulling their combat ability . The caster had to remain stationary and not be interrupted for the " chant " to be effective . Any successful attack , " silence " , or movement would break the spell . The newer version of this spell doubled in effectiveness when another priest of the same religion cast " prayer " . It also lasted as long as the caster could keep up the chant . The older version expired after 10 minutes and did not combine with " prayer " . Components . Only verbal and somatic components were required to cast this spell . The verbal component was the chant itself .
Kukri A kukri is a light , martial , melee weapon . Description . The kukri looks like a short machete with a bent blade . The blade becomes gradually wider from the hilt to the end where it quickly tapers to a sharp point . The cutting edge is all along the inside of the curved blade up to the tip . There is no cross - guard on the typical kukri and the hilt is that of a knife . An average kukri costs 8gp and weighs 2lbs ( 0 . 9kg ) . Use . The kukri is a basic utility knife that makes a great weapon . The extra weight at the wide end of the blade lets it chop like a machete . The kukri is not very good for defense due to the lack of a cross - guard , but offensively it is very threatening . Realmslore . The kukri is roughly the size of a sickle , that can be used much like a dagger , particularly in the hands of trained rogue s , who use it almost identically . Like daggers , kukris make excellent off - hand weapons for individuals who prefer dual - wielding two melee weapons .
God Catcher The God Catcher was a tenement building in Waterdeep located near the market . The building was originally one of the colossal guardian statues but in 1385 DR the Spellplague animated all the guardians of the city and they walked around Waterdeep wreaking havoc . The Blackstaff turned the ground to mud underneath the statue and it sank partway into the ground . The statue was later disabled by some means . Over time , the statue was hollowed out and partitioned into living quarters . As of 1479 DR the statue / building was owned by Aundra Blacklock .
Sunbright Steelshanks Sunbright Steelshanks was a Rengarth barbarian who caught the eye of the Netherese wizard s Candlemas and Sysquemalyn . Description . The blond haired barbarian was slender and quick with corded muscles . With his bright hair and strong legs , the barbarian was given the name of " Sunbright Steelshanks " by his mother Monkberry on his name date . Possessions . When traveling , Sunbright dressed in a worn shirt , and iron studded boots , and a brown goatskin . Over his shoulders , he wore a longbow , a bedroll , and his sword Harvester of Blood . When hunting , Sunbright carried a knife for gutting deer . History . During the Shadowed Age , Steelshanks was born to Monkberry and Sevenhaunt . For many years , Sunbright lived with his parents in the Rengarth tribe called the Ravens until his father took ill and died . A year before the events of " Sword Play " , Sunbright killed his first Angardt enemy and was granted his father ' s greatsword " Harvester of Blood " by his mother . Envious , the Raven shaman Owldark prophesied Steelshanks would murder his people , so Sunbright fled in the night with the help of his mother . A year later , the young fighter encountered a group of orc s within the Barren Mountains while being observed by the Netherese wizards Candlemas and Sysquemalyn .
Aerisi Kalinoth Aerisi Kalinoth was the Prophet of Air and leader of the Cult of the Howling Hatred . Activities . Obsessed with the legends of the avariel , she used constant illusion magic and flying spells to appear as one . She was prone to flights of fancy and impulsiveness , as well as fits of violent rage when her whims were denied . She wielded a magical spear known as " Windvane " . History . Born Dara Algwynenn Kalinoth , Aerisi grew up in a remote castle in the Feywild , where she became enamored with tales of winged elves and often played as one . Her parents sheltered her from the conflicts of the world and denied her nothing , catering to her every whim . It was only when they decided it was time for her to join the greater elven society , and brought her to Evereska , that they discovered that their years of pampering and sheltering had turned her into a spoiled child who erupted into fits of rage when she could not get what she wanted . Though a skilled enchantress , she was dismayed to find that the other moon elves were resistant to her charms . Aerisi once again began envisioning herself as a winged elf , wishing she could control the wind and go wherever she liked , able to dole out punishment on any who offended her . When she began to have dreams of an old mystic with brown skin and white hair who promised to teach her everything she sought to know , she turned to the study of elemental air . When her parents tried to discipline her , she unleashed her new powers against them and left Evereska . Her visions eventually led her to a cavern deep beneath the Sumber Hills where she found a magical spear called " Windvane " imbued with the power of the primordial Yan - C - Bin , Prince of Evil Air . Realizing that he was the figure in her dreams , she gave herself to his worship . Changing her name to Aerisi , she used illusion magic to pretend to be an avariel . Styling herself a queen , she sought out subjects to rule over in her Cult of the Howling Hatred , using her talents for enchantment to sway mortals to her side and fill the cult ' s ranks with zealots who are fiercely devoted to her .
Dance of ruin Dance of ruin is a necromancy spell that seriously damages non - demon s . To cast this spell , the caster dances wildly and chants . After they finish their dance , a wave of crackling energy flashes outward up to the extent of the range . All non - demon creatures within the area take a significant amount of damage .
Entemoch Entemoch , the Prince of Earth Elementals , was the twin of Ogrémoch , but unlike his evil brother , Entemoch was good . Description . Like his brother , he resembled a gigantic earth elemental , like a living mountain . He could also burrow through the ground , merging with earth and stones and moving through them without disturbing the ground . He could even manifest himself only as a face made of stone in a cavernous wall . Relationships . Entemoch maintained a good relationship with Segojan Earthcaller , the gnome deity of deep earth and nature . Ogrémoch considered Entemoch an enemy , but Entemoch ' s feelings toward his twin brother were unknown . Worshipers . It is unknown what kinds of races and creatures worshiped Entemoch , but the svirfneblin priests of Blingdenstone knew ways and rituals to summon him . Entemoch appeared to those deep gnomes a thousand of years before the mid – 14th century DR . This ritual involved placing green gemstones in a circle and breaking them apart .
Summon wind dragons Summon wind dragons was a spell unique to Zakhara , the Land of Fate . Effects . This spell created 1 - 10 small wind vortices called wind dragons . These wind dragons had a 6 foot ( 1 . 8 m ) diameter and were mentally controlled by the caster . They would disappear if the caster was struck or otherwise distracted from concentrating . The caster could direct no more than two wind dragons at any one target , but could attack multiple targets at the same time . Wind dragons could not lift targets , but caused buffeting damage and made spellcasting impossible . This spell could only be cast if air was present . It could not be cast underwater . Components . This spell required a cup to cast .
Skiff A skiff was a small open boat . Marsember . Skiffs were used extensively in Marsember , Cormyr for personal transportation . These skiffs were usually made from wood and sealed with tar or fish oil . They were flat - bottomed and around 10 ' ( 3m ) in length , with identical upturned ends so that the direction of travel was reversible . They could be rigged with sails if necessary , but were often pole - driven by their occupants .
Tharian Tharian was a collection of human dialects spoken in the region of the Thar . Speakers . Tharian was spoken by the inhabitants of the north and west Moonsea , from Glister in the north to Hillsfar in the south , and from Snowmantle in the west to Sulasspryn in the east . Dialects . The Zhentarim spoke their own dialect of Tharian , in addition to their own secret known as Zhentarim Argot . The citizens of Glister and Phlan each spoke their own dialects , and the nearby cities of Melvaunt and Thentia shared a common Tharian dialect also . Likewise , Hulburg and Sulasspryn spoke a dialect known as East Tharian . History . Tharian derived from Auld Tharian , one of the North Thorass languages . After the destruction of Sulasspryn by a natural disaster in 1307 DR and that of Hulburg by the Zhents in 1347 DR , the East Tharian dialect had nearly gone extinct .
Tabotan language Tabotan was a language spoken by the Tabotan people of Tabot in Kara - Tur . Description . There was a common Tabotan tongue that held the nation together , but local accents were thick . Learning . Tabotan was quite a simple language and the common form was easily learned , but few outsiders knew it , and few Tabotans knew the Trade Tongue , only their native tongue . Fortunately , most cities and villages , especially those near the borders and along trade routes , had interpreters available . This in turn gave outsiders few incentives to learn Tabotan themselves .
Alphar Alphar was an island in the Pirate Isles . Geography . There were several harbours on the island and the westernmost harbour was neutral , allowing any ships to dock . History . Immurk created his first pirate hold here . Inhabitants . The island was populated with around 3 , 000 pirates .
Maratimmir Maratimmir was the seat of Ankaram and the official home of Duchess Vajra Valmeyjar of Tethyr , though she spent most of her time at the royal palace of Faerntarn . Location . Maratimmir was located about 30 miles east of the city of Myratma along the southern bank of the River Ith within the confines of County Calimmon . Structure . The fortified palace was built in Calishite style . Some of the buildings on the grounds had been destroyed during the Reclamation Wars . History . The palace was the former home of the duke of Ankramir before the Interregnum .
Terran Terran was the language of creatures from the Elemental Plane of Earth or those otherwise related to the earth in some way . Many earthsoul genasi learned the language as well . When written , it used the Dethek script . Description . Terran is a rumbling language with deep tones that reverberate through the listener .
Aura against flame Aura against flame was a divine abjuration spell that protected against and extinguished natural and magical fires . Effects . This spell created an aura of blue mist that surrounded the cleric . The mist would absorb damage from fire and would extinguish any non - magical flames coming in contact with it . Whether or not magical flames would be snuffed out depended on the divine power of the caster . If successful at extinguishing magical flame , both the aura and the fire would be dispelled . The aura of mist could also dispel magical fire attacks made against the caster . The effects of the aura would last from two minutes or longer for powerful clerics . Components . This spell required clerical hand motions and spoken words to create the aura . History . " Aura against flame " was originally created by the goddess Eldath for her followers .
Black Chronology " In the years before the Spellplague , word spread of a new Roll of Years , a Black Chronology fashioned by the goddess Shar , the Lady of Loss and her faithful . The purpose of this Shadow Roll was to mark the events that would lead to the ultimate ascendancy of Shar over all of Toril , but instead , the goddess of darkness ’ plans went all awry and brought on the Spellplague . " These are the years as dictated by the Black Chronology : 1352 the Year of the Lost King 1353 the Year of Masks 1354 the Year of Great Reaping 1355 the Year of Retreat 1356 the Year of the Drow 1357 the Year of Spell Flames 1358 the Year of Ascension 1359 the Year of the Carnival 1360 the Year of Armies 1361 the Year of the Golden Discovery 1362 the Year of the Sun 1363 the Year of Winter 1364 the Year of Lords 1365 the Year of Joyous Elves 1366 the Year of Icy Waters 1367 the Year of Unmasking 1368 the Year of Sons 1369 the Year of the City ' s Sorrows 1370 the Year of the Deep War 1371 the Year of the Toppling Towers 1372 the Year of the Dark Returns 1373 the Year of Madness 1374 the Year of Unraveling 1375 the Year of Harsh Goals 1376 the Year of False Hopes 1377 the Year of Black Banner 1378 the Year of Broken Hearts 1379 the Year of Lost Wisdom 1380 the Year of the Dull Blade 1381 the Year of the Fool 1382 the Year of Unwelcome Guests 1383 the Year of Unjust Rewards 1384 the Year of Stolen Thrones 1385 the Year of Revelation
Steel dragon Steel dragons , sometimes known as Waterdeep dragons , were metallic dragon s who were rarely seen in their natural form , instead living clandestine lives in human cities , observing art , culture , history , and politics . Description . Steel dragons in their natural forms were especially feline in their movements and stature . They had scales that shone like burnished steel as adults and usually smelled like wet metal . Younge dragons ' scales were a darker blue - gray and less lustrous . Their faces were particularly expressive , sometimes giving the illusion of a human - like face . They had many long spines surrounding their faces , which gave the appearance of hair . In humanoid forms , steel dragons usually kept their true identities secret ; however , they always had at least one visual indication of their true nature in the form of steel - gray hair , eyes , tattoos , or another feature . Abilities . Steel dragons were immune to acid and resistant to poison and especially magic . They had innate abilities to enchant and charm individuals . Personality . Steel dragons , as a rule , were amiable , curious , and witty . They would rather spend their time among human cultures than in their own true forms . Combat . Similar to brass dragon s , most steel dragons would rather talk than fight , yet like all dragons , they could be formidable opponents . In combat , they avoided melee and instead relied on their magical spells . A steel dragon could cast the spells of cleric s as arcane magic and also could use the spells usually considered a part of the knowledge and trickery domain s . If truly losing a battle , a steel dragon was likely to teleport away . A steel dragon could breathe both a line of acid and a cloud of poisonous gas . Society . Unlike most other dragons , steel dragons did not live in caves , preferring castles , towers , palaces , mansions , and the like . Ecology . While they preferred to eat in their human forms , doing so would not provide them enough nourishment to survive , so they would have to make excuses to go hunting secretly in their dragon forms every three tenday s or so . Notable Steel Dragons . The city of Waterdeep was known to be home to at least three steel dragons : In addition , a female steel dragon named Razylymingeir lived in Darmshall , and one named Zundaerazylym dwelt in Neverwinter . A male steel dragon in disguise of a windsoul genasi lived in Akanûl . A consortium of half - steel dragons called the Confluence was based out of Waterdeep .
Cutlass A cutlass is a short and heavy sword with a slightly curved blade that can either be used in a stabbing or slashing manner . With a heavy basket hilt , it is more difficult for the wielder of a cutlass to be disarmed . Cutlasses are especially popular with pirates . Other editions . The cutlass is not listed in the 2nd Edition or 3 . 5 Edition of the Player ' s Handbook .
Drakkar A drakkar , also known as a dragonship , was the largest vessel used by the Northmen of the Moonshae Isles . Description . Typically 100 ft ( 30 m ) long at the keel and 20 ft ( 6 m ) wide , drakkars were primarily rowed , but could raise a single mast and sail if desired . The minimum crew size was 20 , but it required 60 rowers to operate properly and could carry a maximum of 250 ( including rowers ) . A fully loaded drakkar could not sustain quarters or supplies for that many crew and therefore was typically used for raiding on or near the coast . Its deep sea capabilities were dubious . A drakkar could be armed with a large weapon ( such as catapult or ballista ) but was not built to wield a ram , Drakkars were not commonly seen in the Sea of Fallen Stars .
Courageous The Courageous , or Abd al - Jari , was a group of farisan who fought for the Preachers in 1367 DR . Base of Operations . The Courageous were based in the fortress of Sarahin located deep within the Haunted Lands . Activities . This group served the holy slayer s of the Preachers as a source of muscle when needed . Members . All of the members of the Courageous were dwarves . Their commander was Mamoud ibn Asra .
Corwyn Jaffe Corwyn Jaffe is an ex - pirate who runs the Devil ' s Fire Tavern in Melvaunt , an establishment he purchased from a merchant in 1372 DR . Corwyn has not completely left his old life behind however , continuing to serve as the first mate on a pirate ship .
Bleeder Bleeder was an enchanted axe . Description . The axe was heavy but finely crafted . Powers . The axe was heavily ensorcelled , though it was not clear how . However , the axe was able to easily cut through the trunk of a four - inch - diameter maple tree .
Celestial brilliance Celestial brilliance was an evocation spell that conjured a blaze of celestial light from an object . Effect . The object touched shed light brighter than bright sunlight , channeled directly from the celestial realms . The light extended to a 120 - foot radius : bright light to 60 feet and dim light in another 60 feet . Creatures with light sensitivity ( such as drow ) took twice the usual penalty when they are within 60 feet of the object . Undead creatures took damage each round they are within the bright light . Fiend s , as well as undead creatures that were specifically harmed by sunlight , took even more damage . Celestial brilliance brought into an area of magical darkness ( or vice versa ) was temporarily negated , so that the otherwise prevailing light conditions existed in the overlapping areas of effect . Celestial brilliance countered or dispelled any of equal or lower level , such as Deeper Darkness .
Protection sphere The Protection sphere was a group of spells granted to cleric s , shaman s and , to a lesser degree , crusader s Beneficial auras and magical shields were the main focus of this sphere . Spells in normal text were listed in the Tome of Magic 2nd edition . Spells in italics were added to the Protection Sphere in the sourcebook .
Zeboaster Zeboaster the Blunt was a sage who lived in Ordulin in Sembia in the 1350s DR . Zeboaster named the god of suffering Ilmater " the Stupid God " , and called the zulkir s of Thay the " Dumb Wizards of Thay " after they failed to conquer Rashemen . Zeboaster disappeared in 1358 DR .
Makos Makos was a tiefling warlock who lived in Neverwinter in 1479 DR . He , together with Sergeant Knox and a female cleric , defeated a dracolich near Neverwinter . Makos performed the magic that bound the dracolich ' s soul and prevented its return . Makos was one of the first to met a new adventurer who arrived in the city . Appendix . Behind the scenes . Makos and Knox are the first named characters to appear in the " Neverwinter " four - part cinematic trailer " The Siege of Neverwinter " and one of the first characters the player meets at the entrance of the city .
Darrawn Darrawn was the capital and only proper city of the nation of Fimbrul , on Returned Abeir . It was inhabited only by earth giant s and their galeb duhr servants . Background . The giant s of Darrawn spent their time hunting in the caverns and valleys of the Howling Mountains , while waging war against dragon s , the oni and their orc s servants , and rebel groups of galeb duhrs . Architecture . Darrawn ' s structures were coaxed from natural rock instead of just built in , and the homes of Fimbran giants were wonderful caves full of rock draperies , silica falls , glowing crystalline stalactites , and other wonders made of stone . Trivia . A typical abeir an giant drink , the gulluk , originated in Darrawn .