naist-nlp/zeshel huggingface dataset:
Al - Adib River Al - Adib River , also known as the " River of Courtesy , " wound itself through southwestern Zakhara for more than 100 miles ( 161 km ) across the plains of the High Desert to the coast of the Golden Gulf . Description . Al - Adib was filled with rancid water , courtesy of centuries of local humans using it as their dumping ground . This practice was forbidden by Sheikh Ali al - Hadd , ruler of Tajar , but most of the local peasants ignored his decree and continued filling the river with soiled clothing , vegetable matter , and even an occasional donkey carcass . Some areas of the river were so congested with garbage that dim - witted " battan " fish lurking just an inch beneath the surface could not be seen , making it one of the least attractive rivers in the Land of Fate . Geography . The western portion of Al - Adib was criss - crossed by a web of small tributaries , many only a few inches deep . Deeper tributaries played home to several variety of " battan " fish that were easily caught and delicious . Salty mineral deposits made the water here undrinkable , even though human pollution was considerably less than the eastern portions of the river . Inhabitants . Western Al - Adib was dotted with slum settlements . The harbors where Al - Adib emptied into the Golden Gulf near Tajar were typically jammed with merchant ships and vessels for aristocrats . Merchants here were extremely wary of beggars and usually killed on site unless a bribe of a silver piece was offered .
Ed Gentry Ed Gentry is the author of the novel " Neversfall " , part of The Citadels series . He began writing with an entry to the open call for " Maiden of Pain " . His short story " Freedom ' s Promise " appears in the Realms of the Dragons II compilation . Influences . Amongst Realms authors , Ed regards Paul S . Kemp as a tremendous talent , and regards Elaine Cunningham ' s characters as providing a lot from which to learn . He admires ' s series as " perhaps the most richly detailed work I ' ve ever read . " His other influences include , and . Ed uses films as an additional source of creativity .
Flying dagger A flying dagger is a magical dagger that is typically around 23cm ( 9in ) in length and can be given a trigger that will cause it to activate and attack a particular individual or type of creature . Due to the methods behind their creation , " flying daggers " are not brittle and will not rust . Some daggers might reflect or be immune to certain magic , or cause metal items to rust instantly upon contact , or potentially other properties . As of 1368 DR , a set of 1 - 12 of these daggers was worth around 15 , 000 gold pieces .
Bruenor Battlehammer I Bruenor Battlehammer I was the 2nd King of Mithral Hall , and the namesake of the more widely known 8th and 10th king of Mithral Hall . He was the youngest of Gandalug Battlehammer ' s three sons , and inherited the throne despite not being the oldest . It is his personal battle armor that became the official royal armor of all future Battlehammer kings . Towards the end of his life , Bruenor faked his death so he could abdicate his throne and go on a final adventure free of responsibility . References . < references >
Telepathy candle A telepathy candle was a special magic item made by mystic s in the Realms . It allowed a mystic to read thoughts and communicate mind to mind with those under its influence . Description . " Telepathy candles " were yellow and , unlike other candles made by mystics , operated continuously for as long as they remained lit . The longest - lasting candle that could be made burned for ninety minutes . This was the fifth type of candle mystics learned to make when studying candle magic . Powers . Only mystics could utilize the power of these candles . Unwilling subjects had one chance to resist the magic of this candle and , if they succeeded , were unaffected and their thoughts remained private . Those that failed to resist , and " charmed " or willing subjects opened their minds to examination by the mystic and could communicate with him or her at a level that transcended any language barrier . The mystic could detect lies , half - truths , and evasive answers to questions and could read the conscious thoughts of all those affected by the " telepathy candle " . The subject ( s ) and the mystic had to remain within ten feet ( three meters ) of the burning candle for the entire time it was lit and the effect ended when the candle was extinguished by any means .
Lesser planar binding Lesser planar binding is a conjuration spell that traps an outsider until it performs a task . Effect . Casting this spell attempts a dangerous act : to lure a creature from another plane to a specifically prepared trap , which must lie within the spell ' s range . The called creature is held in the trap until it agrees to perform one service in return for its freedom . To create the trap , you must use a " magic circle " spell , focused inward . The type of creature to be bound must be known and stated . If it has a specific , proper , or given name , this must be used in casting the spell . The target creature must attempt a Will saving throw . If the saving throw succeeds , the creature resists the spell . If the saving throw fails , the creature is immediately drawn to the trap ( spell resistance does not keep the creature from being called ) . The creature can escape from the trap with a successful SR roll , dimensional travel , or a successful Charisma check ( DC 15 + 1 / 2 its level + its Charisma modifier ) . It can try each method once per day . If it breaks loose , it can flee or attack you . A " dimensional anchor " cast on the creature prevents its escape via dimensional travel . You can also employ a calling diagram ( see " Calling , " page 157 of the " Player ' s Handbook ) to make the trap more secure . If the creature does not break free of the trap , you can keep it bound for as long as you dare . You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward . You make a Charisma check opposed by the creature ’ s Charisma check . The DM then assigns a bonus based on the service and reward , from 0 to + 6 . This bonus applies to your Charisma check . If the creature wins the opposed check , it refuses service . New offers , bribes , and the like can be made or the old ones re - offered every 24 hours . This can be repeated until the creature promises to serve , until it breaks free , or until you decide to get rid of it by means of some other spell . Impossible demands or unreasonable commands are never agreed to . If you roll a 1 on the Charisma check , the creature breaks free of the binding and can escape or attack you . Once the requested service is completed , the creature need only so inform you to be instantly sent back whence it came . The creature might later seek revenge . If you assign some open - ended task that the creature cannot complete though its own actions ( such as " Wait here " or " Defend this area against attack " ) , the spell remains in effect for a maximum of 1 day per caster level , and the creature gains an immediate chance to break free . Note that a clever recipient can subvert some instructions . Descriptor Note . When you use a calling spell to call an air , chaotic , earth , evil , fire , good , lawful , or water creature , it is a spell of that type . For example , " lesser planar binding " is a when you cast it to call a water elemental .
Weeping Willow Inn Weeping Willow Inn was an inn in the Mere of Dead Men . It was the only inn for miles around , so was a frequent stop for travellers of that part of the High Road . Location . The Weeping Willow Inn was located between West Harbor and Fort Locke . Structure . Like most swamp buildings , this inn was built from wood and stone . Interior . The inn is built in two layers : the first one had a bar , while the second floor had rooms for travelers to rest . History . The Weeping Willow had gained a certain unpleasant reputation amongst its visitors . Some said it was the pine forest , that the owner had built it too close to the trees and the wild crept in on snowy nights , others that a young girl had been strangled under the floorboards of the cellar . Either way , it was a desolate place : the landlord spent most of his evenings drinking alone in the bar , and guests were few and far between on the hard , winter - bound road . If any traveler did stumble into the warmth of the rooms , caught out in the storm , you could be sure that there was more on his mind than a good night ' s sleep . Before Jorik , Weeping Willow inn ' s owner , discovered the inn , he learned that it was a house and around it was a village that got destroyed . He presumed that the King of Shadows ' forces destroyed the village . In 1374 DR , the Kalach - Cha passed through the inn when a dwarf named Khelgar Ironfist fought with some bandits , who demanded money . Once Khelgar defeated the bandits , he invited the Kalach - Cha into the inn and told his story . Out of sudden , the inn was attacked by bladeling s and duergar . A woman , Gera , requested of them to rescue his husband , Zachan from bladelings , on the second floor . The Kalach - Cha and Khelgar could ' ve also rescued Galen from duergar as well . Once Khelgar and the Kalach - Cha went out , Khelgar decided to join , since they both were headed to Neverwinter . Since the King of Shadows claimed West Harbor and Fort Locke , it is assumed the Weeping Willow inn was destroyed .
Kepeshkmolik Uadjit Kepeshkmolik Uadjit was a dragonborn member of Clan Kepeshkmolik who served as the ambassador of Tymanther . She was a direct descendant of Shasphur . and the mother of Kepeshkmolik Dumuzi . Description . Uadjit had dark eyes and sleek , gray - green scales . History . Around 1450 DR , Uadjit was chosen to be Mehen ' s wife , but he spurned her because he had a relationship with his clanmate , Verthisathurgiesh Arjhani . < ref name = " AotT / Hardcover - p29 - 30 " > < / ref > When Mehen was exiled , Arjhani was chosen by Clan Verthisathurgiesh as the new husband for Uadjit . In 1486 DR , Uadjit was the scion of Clan Kepeshkmolik < ref name = " AotT / Hardcover - p211 " > < / ref > and the ambassador of Tymanther in High Imaskar . However , she returned to Tymanther when Mulhorand declared their war against the Imaskari . Uadjit was Clan Kepeshkmolik ' s candidate for the elections to chose the new Vanquisher , that were expected to be celebrated in 1487 DR . She was the candidate with the strongest claim to the title . < ref name = " AotT / Hardcover - p256 " > < / ref >
Fireseed Fireseed was an alcohol ic beverage made by dwarves . It was a non - magic al liquor that had negligible effects on dwarves and gnome s . Fireseed was more potent to other races , however , either increasing natural resistances or debilitating drunkenness . Dwarves and expert brewers could easily identify fireseed by its smell . It was stored in brown glass bottles that contained six shots .
Mustapha Mustapha was human physician inhabiting Huzuz , the City of Delights , in 1367 DR . Personality . Mustapha was a secretive individual . Activities . Mustapha was once a prominent healer known throughout Golden Huzuz . Due to financial ruin , he spent his twilight years roaming the bazaars and less savory areas of Huzuz , offering his services to any in need . Relationships . Mustapha abandoned his wife Bassorah one night after she used his money to host a lavish party .
Globe of invulnerability Globe of invulnerability was an arcane abjuration spell that created a protective barrier around the caster . Effects . For up to one minute , as long as the caster kept concentrating , the spell created a shimmering fixed spherical barrier centered on the caster that canceled the effects of any spell that was originally less powerful than " globe of invulnerability " . Components . The spell needed verbal , somatic and material components to e cast . Its material component could be either a glass or a crystal bead that shattered when the spell ended . The material component could be replaced by the use of an arcane focus . History . The spell was developed by Netherese arcanist Trebbe in - 2242 DR , and was originally called " Trebbe ' s invulnerability " .
Tianna Skyflower Tianna Skyflower was a half - elf who led a band of raiders known only as the Half - Elven Renegades on the southern edge of the High Forest . History . She moved her home and raiding base from the Dire Wood to near the Shining Falls . She discovered the Cavern of Blooming Stone . Physical description . Tianna possessed a magic item known as the " Ring of Five Visages " , which altered her features with illusion magic , so few who met her ever likely saw her true appearance . She was most commonly described as a dusky - skinned and dark - haired half - moon elf but with a blaze of pure white through the crown . Personality . Tianna was said to have demanded to be addressed only as " Princess " .
Asbravn To the travelers eye Asbravn looks like lush farms with wood lots , well - kept barns , drainage ditches and ponds and tranquility Asbravn is the market center of the southern Vale farmers . Rather here they do their trading with each other and traveling merchants then in the cities where others will make a profit from their food . Buyers from Berdusk and Iriaebor come to the market each day . It s common rumor that the market of Asbravn fills bellies all along the Chionthar . Asbravn lies in a shallow valley inbetween the Dusk Road and the Uldoon Trail . A dilapidated temple to Ilmater faces the market , which is ringed by swap shops , a cooper and cratemaker , a wagonworks , shrines to Lliira , Lathander and Waukeen ( nowadays a burnt - out shell abandoned by priest where local children play ) , the Tankard and Sheaf tavern and Board Laid Bare inn . The Riders in Red Cloaks , police and defenders , are well - known . A few experience warriors , occasionally bolstered mages and priest and local volunteers are sponsored by Iriaebor to safekeep the market and surrounding roads . They patrol in mounted dozens and often have to battle bandits , trolls , orcs , bugbears and predatory monsters in the southern Sunset Mountains . The Zhentarims are giving the Cloaks a hard time with poisonings and well - paid mercenary ambushes . In almost every family there is one who is chosen to be a Rider . Once they offered a post to any warrior , witch archers being particulary sought after . They got a pay rate of ten gold pieces per week . However after Abject Supplicant Asgar Tellendar started insisting on questioning applicants with the aid of the Harpers . Another not - quite - so troubling event is that a farmer is planning to breed long - horned horses . The only relic of a long past past is a old stout , cracked stone pillars , surmounted by crumbling horse heads . This pillar come from when the town was a city , Urdrath of the Horsemen . The Horsemen moved from Tunland long ago when they were nomads . Urdrath buried their dead in catacombs beneath the streets where now - aday unweary people pass .
Wind servant Wind servant was a conjuration spell that allowed the caster to summon and control a weak air elemental to manipulate air currents and winds . There was a divine and an arcane version of this spell that differed mainly in duration and scope . Effects . The divine version of this spell lasted only a few minutes , but the caster was able to coerce the " wind servant " to exert fine control over the air in a small area , enough to extinguish small fires ; create stinging whirlwinds of dust , sand , or snow ; hinder attacks by arrows and light missiles ; and carry or push objects within the spell ' s weight limit . Ordinary objects up to about a pound ( 0 . 45 kg ) per caster level could be carried at a normal human walking pace . If the object had a large surface area compared to its weight , like a scroll , a cloak , or a haystack , this weight limit was doubled . If the object was designed to use the wind , like a ship ' s sail or a winged flying creature , the weight limit was increased tenfold . The arcane version of this spell lasted at least an hour ( longer for more experienced casters ) but could only be used to affect the direction and strength of winds in a localized area near the caster , typically to assist a waterborne vessel . The " wind servant " could be commanded to change the direction of the winds by one compass point ( " e . g . " from North to Northwest ) or to increase or decrease the strength of the wind by one step ( " e . g . " from becalmed to a light breeze for from a gale down to merely strong winds ) . Changing direction or strength by more than one step , or changing both strength and direction , significantly reduced the duration of the spell . For example , changing the direction by one compass point and increasing the strength one step , say from a light breeze to favorable winds , cut the duration of the spell in half . Changing an East wind to a West wind reduced the duration to one - quarter the normal interval . The " wind servant " was usually lazy and uncooperative , requiring constant attention from the caster to keep it focused on its task . The caster could change the task at any time within the duration of the spell , once per minute . The " wind servant " was immune to normal and ( physical ) magic weapons but could be damaged by magic spells . If a " wind servant " was significantly harmed by hostile spells , it abandoned its task and fled back to the Elemental Plane of Air . Components . Only verbal and somatic components were required to cast the divine version of this spell . The arcane version also required burning incense valued at a minimum of 50gp . History . The divine version of this spell was granted to druid s and perhaps some cleric with access to the Elemental air sphere of spells . The arcane version was associated with the pirates roaming the Sea of Fallen Stars .
Ice blade Ice blade was a divine magic spell given to specialty priest s of Auril , the Frostmaiden . It produced whirling formation of ice crystals in the shape of a sword that the caster could wield with great skill . Effects . When cast , a four - foot ( 1 . 2 meters ) force blade , 4 inches ( 10 centimeters ) wide , made up of swirling ice shards grew out of the caster ' s hand to form a sword - like shape . It weighed nothing to the caster and was considered a " + 2 " magical weapon . The flying shards moved around obstacles , like small shield s , parrying weapons , or trees , giving the wielder an exceptionally high chance to hit any creature that it passed through . On a successful attack , it lacerated the target like a blizzard of sharp ice and did additional damage from magical cold . A sweeping maneuver could attack more than one creature in range of the " blade " with no combat penalties . The " ice blade " lasted long enough to make seven consecutive attacks or actions ( higher level casters could extend the duration ) and then faded away . Components . In addition to verbal and somatic components , this spell required a small shard of ice , glass , or crystal to cast .
Watchful Order of Magists and Protectors While technically one of Waterdeep ' s many guild s , the Watchful Order functions primarily as a mage academy . The Watchful Order polices the use of magic within Waterdeep , encouraging wizards to use magic wisely . The Order provides many services to its members including a venue for trading spell components and magic items . The Order serves Waterdeep by providing spell wards for wealthy inhabitants and fire fighting through the use of water elementals . The Order also maintains important wards throughout the city .
River Lapendrar The River Lapendrar , also called the River of Sorrows , was a river that , as of 1357 DR , formed the western boundary of Thay , in east Faerûn . It was named " River of Sorrows " after the gold miners who died working its banks and the Aglarond an army that died there . The river originated in the Thaymount mountain range . Amruthar lay on the path of the river , and the city of Escalant was at the mouth of the river , where it flowed into the Sea of Fallen Stars . History . In 1260 DR , an Aglarond an army led by Halacar invaded Thay , and was defeated by the Red Wizards in the Battle of Lapendrar .
Claw ( organization ) The Claw were a mercenary company based in Evermoors . Tactics . Usually , the Claw had no true organization , with basic tactics but their regenerative abilities proved to be very effective . Contracts . They charged 1000 gold piece s per month for their services . Leadership . The Claw was a company of troll s directed by four human wizard s directed by four mind flayer s under the leadership of the alhoon Killithor , who ruled as a dictator .
Lissa Lissa was a cleric of Lathander at the temples to Lathander in both Elturel and Ankhapur . She became an ally of Pinch . Personality . Lissa was a good person but very gullible . History . In 1366 DR , she was tasked with the mission of recovering a recently stolen artifact , the " Amulet of the Dawnbreaker " . Lissa followed clues of the thief to Ankhapur , where Pinch convinced her that he ' d found the amulet . Lissa was decisive in the defeat of the lich Manferic III , thanks to her powers .
Charm sphere The Charm sphere was a group of spells granted to cleric s and druid s that influenced people or creatures with some intelligence . Spells in normal text were listed in the Tome of Magic 2nd edition . Spells in italics were added to the Charm Sphere in the sourcebook .
Primus Primus , The One and the Prime was the immortal ruler of Mechanus and the modron s . He was godlike in power while in his realm . Abilities . Primus was considered a greater deity in Mechanus . His power over the modrons was absolute . All modrons obeyed the orders of Primus and carried out his plans . He was totally immune to all magic , and could issue telepathic commands to all modrons on Mechanus . Society . Primus , although godlike , could be killed . Whenever slain , the highest - ranking secundus modron was promoted to his position and became the new Primus . In the modern society absolute law was committed by all modrons with the rare exception of a rogue . History . Primus and his distinguished position among the modrons were known in the Realms at least since the discovery of the plane of Mechanus by Netherese archmage Lady Polaris around - 346 DR .
Amber Amber was fossilized tree resin and was usually tumbled into smooth stones or polished and cut cabochon . Description . This fancy stone was soft and brittle and easily worked into strings of beads and used for trade by barbarians of the north . Specimens that contain other fossils , like plants and insects , were priced much higher than the base value . Amber was believed to bring good luck in avoiding disease and plague . A typical specimen had a base value of 100 gp .