naist-nlp/zeshel huggingface dataset:
Resist energy Resist energy was an abjuration spell that absorbed a small amount of damage from one energy type ( acid , cold , electricity , fire , or sonic ) at the choice of the caster . Effects . The caster could protect one creature from one type of damage ( either natural or magical in nature ) per casting of this spell . All clothing and equipment worn or carried by the recipient were also protected . Higher level casters could double or even triple the damage absorption afforded by this spell . If the protected creature was exposed to damage from the chosen energy type , a modest amount was absorbed for each separate exposure while the spell remained in effect . Any damage over the absorption limit was felt by the recipient . Note that this spell did not grant immunity from secondary effects , such as the lack of oxygen if immersed in acid or encased in ice . " Resist energy " was a lesser form of " protection from energy " and the two spells did not stack . That is , if both spells were cast on the same creature with the same chosen energy type , the greater " protection from energy " would operate until discharged and only then would " resist energy " begin to work . Components . This spell required only verbal and somatic components plus the caster ' s holy symbol or divine focus .
Force Force was a magical effect that could be added to any weapon , even ammunition such as arrow s . Use . It allowed the wielder to make destructive blasts of magical force with each attack . The weapon successfully could even shatter through a Shield ( spell ) or bracers of armor . Incorporeal creatures could also be hurt by " force " weapons . Creation . Applying the " force " property required the spell " wall of force " .
List of armor This is a list of armors that were non - magical and common in the realms . For a collection of unique sets of armor and magical armors see . List of armors . The only sourcebooks to provide realm - specific prices and weights for armor were written for the 3rd edition Dungeons & Dragons ruleset . For this reason , 3rd edition prices and weights are shown here for the armors from core D & D . To find prices and weight from a specific edition , see the armor ' s individual page .
Dharjamyn Thauntle Dharjamyn Thauntle was a cobbler who operated Thauntle ' s Good Heels and Soles in the South Ward of Waterdeep . Personality . The cobbler had a personal collection of gemstones , but claimed that due to his age , he was unable to search for rare stones in the areas surrounding the city . Instead , Dharjamyn searched for gem s on the slopes of Mount Waterdeep , which was frowned upon by the City Guard . History . Around 1374 DR , Dharjamyn found a number of rubies on Mount Waterdeep , but was warned by city guardsman Horthan Hethdance to stay away from the mountain .
Church of Umberlee The Church of Umberlee is disorganized , and different locales vary significantly in the way they practice faith in the Bitch Queen . Following Umberlee ' s nature inner disputes are usually resolved through dueling , and the strongest Umberlant prevails , while the other is thrown aboard the next ship to leave port . Clergy . Umberlant clerics can walk unmolested almost every port and surrounding areas , and they are always welcomed aboard ships in hopes that their presence appease their furious goddess . They pray for spells at high tide ( in the morning or the evening ) , while making offerings and self - anointing on the brow , hands and feet with sea water . Regions . Waterdeep . In Waterdeep , at the end of Fleetswake , is held the Fair Seas Festival . It is a ceremony dedicated to placate the Bitch Queen , during which tithes are given by dropping coins , included those collected during Fleetswake by increasing the normal docking fee to 1 gp , into the deepest reaches of the harbor . Strong current drag this wealth into Umberlee ' s Cache .
Glaur ( instrument ) A glaur was a short curved valved horn , popular among bard s in the Realms . It was similar to a cornucopia and sounded like a trumpet . Description . The glaur was a more versatile instrument than other trumpets . Its sound was brash and metallic . Glaurs made of brass , silver and electrum were available for purchase through " Aurora ' s Whole Realms Catalogue " . A variant of the glaur without the valves was called a gloon and had a more mournful sound .
Dragonwall The Dragonwall was a giant wall located on the eastern edge of the Quoya Desert along the border with Shou Lung in Kara - Tur . Description . Thousands of miles long , the wall was built with brick and stone . The spirit of the dragon Pao Hu Jen inhabited the wall , making it invulnerable to anything but magical siege weaponry . The dragon ' s spirit could be freed through sacrifice . When freed , the wall crumbled and had to be rebuilt . The dragon could be talked with if the proper communication magic was used . The wall was protected by a large number of men and fortifications , along with infrequent patrols . A one - man guard tower with a signal fire was placed every mile , every 10 miles was a blockhouse with 100 men , and every 50 miles was a gate house with 1 , 000 men . Most of these men were poorly trained , and corruptly led , as the strength of the dragon wall had lulled Shou Lung into believing they were invulnerable . History . The Dragonwall was breached by the Tuigan Horde in 1359 DR near Lo Tu . The Tuigan armies were then able to march into Ching Tung in Shou Lung .
Bane ( spell ) Bane was an enchantment spell that sapped enemy morale and reduced their combat effectiveness . A conjuration version was known by the name curse and was the reverse of " bless " . Effects . Those enemies " cursed " were inflicted with trepidation and doubt , lowering their morale and dulling their skill in combat . " Bane " countered and dispelled " bless " and vice versa . After Second Sundering , the " bane " and " bless " spells didn ' t counter and dispel each other but were opposites of each other . Components . This spell required only verbal and somatic components , and the caster ' s ( un ) holy symbol or divine focus . The conjuration version required unholy water . The later enchantment version used a drop of blood .
Platinum Platinum is a rare silvery - white metal sometimes used as a currency in the Realms . It ' s value is generally greater than gold and , like gold , it ' s resistant to oxidation . Worth . Most coins in Faerûn work off of the silver and gold standard , with copper pieces ( cp ) being worth 1 / 100th of a gold piece ( gp ) and Silver pieces ( sp ) being worth 1 / 10 of a gp . electrum coins are worth 5 gp , and platinum coins are worth 10 gp . Each coin is approximately 30 . 6 mm in diameter and weighs approximately 9 grams each ( or 50 to one pound ) . Conversion . Simplified : 1000cp = 100sp = 10gp = 2ep = 1pp In the 1st edition of the Forgotten Realms Campaign Set the currency is based on a gold standard but the conversion to other coinage is different : 200cp = 20sp = 2ep = 1gp = 1 / 5pp or with fractions removed : 1000cp = 100sp = 10ep = 5gp = 1pp Note that electrum was valued less than gold . This system of currency is / was used in the nation of Cormyr and many other organized nations .
Dillard Portyr Dillard Portyr was the leading Grand Duke of Baldur ' s Gate in 1479 DR . Personality . Dillard disliked conflict , mostly for not being able to manage the stress . As a leader he was a weathercock , turning wherever the wind blew him . History . Dillard was the most senior of the Grand Dukes and for this reason their unofficial leader . He survived Valarken ' s coup in 1386 DR . In 1479 DR , Dillard also survived the crisis the culminated in the resurrection of Bhaal .
Scimitar of shame The scimitar of shame was a magic weapon that originated in Zakhara , the Land of Fate . Description . These weapons were available in a wide variety of scimitar s . Powers . A " scimitar of shame " was magically enhanced to make striking and injuring opponents easier compared to using a normal weapon . Upon command the wielder could activate the weapon ' s true power — unleashing a magical assault on the target ' s honor . If they target was unable to resist this onslaught then they behaved as if under the influence of a " taunt " spell , immediately rushing to attack the wielder of the scimitar with no regard for their surroundings . These magical taunts also interrupted spellcasting or other similar activities .
Simbarch of Aglarond The simbarchs of Aglarond are a loosely bound order of wizard s who take their inspiration and principal teachings from the Simbul , a powerful sorceress who for a time ruled over Aglarond before her disappearance during the Era of Upheaval . Though the Simbul is now gone her ideological descendants continue to hold a prominent place in Aglarond , effectivelly acting as the ruling class of the nation . Regardless of whether a simbarch is part of this cultured elite or not , all draw on the same spell s and arcane secrets that made the Simbul well - known throughout Faerûn . Culture . While she was ruler of Aglarond , the Simbul took on many apprentices and learners , much as she herself had learned under Elminster . To these students she taught the art of using magic , while also embellishing her lessons with inventions of her own . When she disappeared , her apprentices gathered together to collect this knowledge and preserve it , calling themselves simbarchs in honor of their departed master . Since then simbarchs have taken on students of their own , passing on the ways of the Simbul to form a new tradition of arcane magic in Faerûn . Today , a handful of the Simbul ' s students yet live , and many of them serve , alongside their own apprentices , as members of Aglarond ' s ruling council , which only simbarchs are allowed to participate in . Not all simbarchs belong to this elite magocracy and many simbarchs prefer to avoid the responsibilities and messy details of politics that are a part of becoming a council member . Even when a simbarch does so , it can take months or years before their hard work pays off . As a result , most simbarchs prefer to act independently , with only loose connections to Aglarond ' s political hierarchy . However , though operating autonomously , most simbarchs continue to follow the teachings of the Simbul in more than magical practice . The ideal simbarch is , like the Simbul , a compassionate and restrained individual who , nonetheless , when provoked , acts with righteous wrath towards the villainous . Abilities . Simbarchs of Aglarond obtain a number of special abilities through their training and tutelage under masters of the order . Like the Simbul herself , most simbarchs have an specialization in healing magic unusual to wizards . Early in their training , simbarchs learn to use their control of the arcane to fuel their body ' s vitality , making them both more resilient and quicker to healing . With additional training , simbarchs of Aglarond learn to further this process , allowing to bounce back from grave injuries to health with a quick surge of energy . The spells used by simbarchs have a similar focus on healing . For instance , the " synostodweomer " spell , is a healing spell that , though inefficient , can provide the caster or an ally with a much needed boost in stamina . The " Simbul ' s tempest " spell is similar , using a telekinetic blast of energy to not only blast away foes but to blast away ailments and hindering effects as well .
Pitney Lannon Pitney Lannon was a male human of the village of West Harbor on the Sword Coast North in the 1370s DR . History . Neverwinter Nights 2 . Pitney was a soldier , and he loved drinking Lazlo ' s Harvest Mead . During the fight with bladeling s and duergar in 1374 DR , Pitney was injured . The Kalach - Cha could ' ve healed him to get him back into the battle . Storm of Zehir . Pitney survived the King of Shadows ' onslaught and returned to the village . When Tarmas disappeared , he and the other soldiers went to rescue him . Once it was realized the Tarmas they found was an illusion , he and the soldiers went to defend the village against dragon s . It was up to adventurers to aid the soldiers or the dragons .
Ixzan The ixzan were a semi - amphibious race , closely related to the ixitxachitl . Habitats . Like ixitxachitl , they resembled manta rays , but unlike their cousins they lived only in Underdark . It was a strange fact that , even though there existed saltwater lakes in the Underdark and freshwater lakes on surface , ixitxachitl were never to be found underground and ixzan were never to be found on the surface History . The true history of the ixzan was lost in the mists of times . About their origin , there were three main theories . The most common told that the ixzan were simply a subterranean offshoot of the ixitxachitl , similar to the kinship of drow and duergar to elves and dwarves . The second told the opposite , that there was an ancestral race in the Underdark long ago from which derived ixzan , ixitxachitl , cloaker s , lurker s , mantari , miners ( forest trapper s ) , and possibly even sinister s ( which many considered a kind of bat ) . After ixitxachitl and miners migrated out of Underdark , all the other races , including ixzan , remained in the same terrain . A third hypothesis , preferred by a few sages , told that ixitchatchitl originated from the surface seas , and for an unknown reason some migrated down into the Underdark . Here , affected by Underdark radiation , emerged the ixzan . Ixzan history after their origin was also nebulous , thanks to their oral transmission of history and the influence of the Ilxendren clergy . Two events however were considered semi - historical by most : the Great Flood and the Revelation of the Demonray . The first told that the scattering of the ixzan race happened as a result of a great flood ; sages that believed this story tried to explain the flood as being caused by rapid melting of a glacier , the opening of " gate s " to the Elemental Plane of Water , or the sudden draining of a great lake . The second story told of the apparition of the god Ilxendren , which unified all ixzan under his worship . Previously , ixzan had worshiped many dark powers , usually Dagon , Demogorgon , and even Panzuriel , but afterward virtually all ixzan adopted the worship of Ilxendren . This also caused the birth of the first vampiric ixzan . Society . Among the ixzan population , there were two particular subtypes : mutant and vampiric . The mutants formed 2 % of the ixzan population and vampires , akin to vampiric ixitxachtl , formed some 3 % . Ixzan communities were usually divided along caste lines . Typically , the young were tutored by special instructors in the way of the cleric or the wizard . Ixzan wizards could intuitively identify individuals with a potential for magic and guarded them . Vampiric ixzan always rose to the tops of their communities . Ixzan communities were governed by an oligarchy of priests and wizards . Relationship . The ixzan had virtually no natural enemies . Their tendency to isolate their community usually allowed them to avoid conflict with humanoid races . The ixzan were on good terms only with aboleth and kuo - toa . In relations with aboleth , the aboleth always had the upper hand , with the kuo - toa the ixzan were dominant . Many ixzan lived among kuo - toa .
Mahabba The city of Mahabba on the banks of Al - Musammas River lay in the south - east of the League of the Pantheon at the edge of the Al - Sayaj Mountains bordering the area of the Ruined Kingdoms . It was also the latest to join the Pantheist Cities , and though centuries passed , military forces kept occuping the city against the rebellions of the pre - Pantheon cult of the goddess Bala . Because of the resulting oppressive atmosphere , Mahabba recently has been called City of Silence more often than its former title , City of Charity .
H ' Catha H ' Catha was one of the planets in Toril ' s solar system , also known as Realmspace . It appeared as an emerald green star in Toril ' s sky . The last of Toril ' s Five Wanderers , H ' Catha , appeared as a crystalline glimmer of white . Consisting of a flat disc of 300 - mile thick water with a single mountain in the center , close - up , this world looked like a giant wagon wheel , with the Spindle ( the mountain ) always pointing directly at the sun . Near the base of the mountain , six ports , each owned by a different type of beholder accepted spelljamming traffic from other beholders , ( not ones who lived on H ' Catha , as that would provoke a war , ) and a mysterious humanoid race . Other species were only allowed to land if they had goods to trade and left as soon as they were done . The world was orbited by two satellites , Turnbetl and Lumbe .
Call faithful servants Call faithful servants is a conjuration spell that summons up to four celestials to your side . Effect . You call up to four lawful good lantern archon s from Celestia , up to four chaotic good coure eladrin s from Arborea , or up to four neutral good musteval guardinal s from Elysium to your location . They serve you for up to one year as guards , soldiers , spies , or whatever other holy purpose you have . No matter how many times you cast this spell , you can control no more than double your caster level ' s worth of celestials . If you exceed this number , all the newly called creatures fall under your control , and any excess servants from previous castings return to their home plane . Abstinence component . The character must abstain from casting Conjuration spells for 3 days prior to casting this spell .
Gindrol Gindrol was a priest of Vhaeraun . History . In 1377 DR , Gindrol was one of the six nightshadow s chosen for an assault led by Kâras on the main temple of Kiaransalee . Arriving near the temple , Kâras decided that he , Gindrol , and Talzir should polymorph into deep gnome s , allies of the Crones of Kiaransalee , and infiltrate the temple .
Ansilber Klauthaudra Ansilber Klauthaudra was once the owner of the Whistling Wizard inn located in Voonlar until his untimely and premeditated death just after winter had arrived in the Year of the Worm , 1356 DR . Description . Ansilber was a corpulent man with droopy features that made it look like he was half asleep most of the time . Personality . He was a lazy man who enjoyed ordering others about . He had a cruel nature but did not seem to take pleasure in it . Rather , he wanted others to suffer instead of himself . History . Ansilber was a tailor in Essembra before he moved to Voonlar and purchased the Wizard , perhaps from the famed mage Casimur . During his tenure at the Wizard , he was the boss of a magically tethered Dove Silverhand , who was disguised and played the role of serving wench . She was released by her soon - to - be husband , Florin Falconhand before the winter of 1356 set in . Within a month or two of her rescue , Ansilber was gruesomely murdered in his own common room ; dismembered . Few mourned his passing and the hasty investigation by the local authorities turned up no suspects . Not even a tenday passed before the new owner , Ravvas Thurrpurtyn took over the inn .
Aristocrat " Aristocrat " was a general term for a member of the wealthy and educated upper class . The rulers of most nations , or those holding some other form of political power , were often aristocrats . Training and Education . Usually , one was born into the role of aristocrat , although in some cases , such as former adventurers who became nobility later in life , individuals would learn the ways of the aristocracy and become members of this class . Because of their wealth , aristocrats had access to the best schooling and training , and so they could become exceptionally skilled in the fields of their choice . Outlook . Most members of this class were strong - willed individuals . Abilities . The aristocratic upper class was typically trained in the use of and and shield s and in the wearing of , even though their roles in society did not usually involve combat . Notable Aristocrats . Several famous persons in the Realms were trained specifically as aristocrats ; among them were :
Fortress of Jorhat The Fortress of Jorhat , or Jorhat Citadel , was a fortification located in the Hordelands . Location . The ruins of this fortress sat halfway up the mountain of Jorhat Shan . Structure . Though a mess of ruins , the Fortress of Jorhat covered several acres of the mountainside . Tightly packed buildings , alleys , and walls were in various state of disrepair . Much of them had collapsed and tumbled down the steep cliff faces . Interior . Many tunnels and passageways were carved into the rock beneath the fortress , most of which were only accessible from the ruins . Rumors and Legends . Locals believed the fortress was initially constructed by rebels engaged in a conflict with Mulhorand , serving as their main base from which they executed raids through the Howling Gap and Teyla Shan . The rebels were eventually cornered by a force of wizard s , priests , and soldiers and were slaughtered to the last man . Inhabitants . Most sane people avoided the ruins of the Fortress of Jorhat . Passing caravans on the Iron Road hurried quickly by the mass of crumbling buildings , choosing to camp far from the ruins which were believed to be haunted .
Skydrop Skydrop was the common name given to material ; fragments of glass of meteoric origin found beneath the shifting dunes of Anauroch and other deserts . Description . Skydrop stones were usually clear to lightly shaded with a glassy luster . These stones were left uncut and merely polished and mounted in a claw setting as earrings and pendants . A typical specimen had a base value of 50 gp . Powers . A creature touching , wearing , or carrying a skydrop gemstone was immune to petrification .
Rokthorl Rokthorl was a dragonborn settlement and the capital of Relmaur , Returned Abeir . Background . Rokthorl was a " mobile " city . Whichever cavern the High Crown of Relmaur was inhabiting at any given moment was named Rokthorl . The Relmorn always tried to maintain the cave - settlements of Harone Thar and Aranghthal near the current location of Rokthorl .
Idris Idris was a Netherese necromancer who lived in Neverwinter in 1484 DR . In the village of Ebon Downs on the High Road , she found a powerful artifact known as the Deathknell and with it Idris made pacts with the Barrow Lords of Ebon Downs , seeking to build an army of undead to strike at their Thayan foes . However , the appearance of this undead army alarmed Lord Dagult Neverember , who sent a contingent of his army to stop them , accompanied by Doomguide Vesper Soulhearth . To deal with the situation , Vesper recruited an adventurer to destroy the Deathknell . The adventurer fought and defeated Idris and destroyed the Deathknell , stopping the dead from rising .
Valley of the Dogs The Valley of the Dogs is a forested valley between Harkwood and Weathercote Wood , in the Fallen Lands , inhabited by two hobgoblin tribes called the Spittlemaws and Fistclenches . The two tribes are in a perpetual war over the area , though neither side can explain or remember why the valley is so important to them .
Mellyth Echorn Elder star Mellyth Echorn was a cleric of Corellon Larethian and the highest ranking priest of the deity in Evermeet after Seiveril Miritar . Personality . Political views . Strongly conservative , Mellyth was nominated to replace Seiveril Miritar on the Council of Evermeet by Selsharra Durothil .
Explosive pyre Explosive pyre is a conjuration spell used by some sorcerer s early in their training . When a sorcerer casts " explosive pyre " he or she places a storm of flames around a target of his or her choice within fifty feet of themselves . Any creature caught within this small storm , roughly five feet in diameter , during the next moment is scorched by its flames . " Explosive pyre " taxes the energy of a sorcerer slightly and requires a short rest of a few minutes or more before it can be cast again .