naist-nlp/zeshel huggingface dataset:
Chaul ' mur ' ssin Chaul ' mur ' ssin was a drow city in the Plane of Shadow . History . It was founded by the former inhabitants of Chaulssin , a city in the Underdark of Toril . The citizens of the Chaulssin , called Chaulssinyr , followed the faith of Vhaeraun and refused to accept the one of Lolth for which the goddess decided to kill them at the hands of the armies of Menzoberranzan , in 734 DR . Vhaeraun gave the Chaulssinyr ' s leaders a warning about the impeding danger in the form of a shared dream and help to safely evade the army towards the Plane of Shadow . The Chaulssinyr , already masters of planar magic , rapidly created several " portals " that allowed them safe travel to their destination and the entry of monsters into their city to cause massive harm to their enemies of Menzoberranzan . Once in the Plane of Shadow , the Chaulssinyr had problems with monsters but not with an organised army , which allowed them to build the city Chaul ' mur ' ssin where their population thrived . Their success bought themselves the enmity of denizens of the Plane of Shadow , primarily of Clan Malaug on minor note with the Shadovar . They still wanted to eventually go back to Toril . The church of Vhaeraun expanded its influence over the years and had to abruptly take control of the city in 792 DR . They found out that the city ' s leadership was honeycombed with malaugrym who were all killed in a single day , though at heavy casualties among others the entire city ' s leadership . The church filled the void and to counter future incidents like that , they founded House Jaezred , an assassins ' group and the forebears of the Jaezred Chaulssin , with the duty to find and kill shapeshifter spies . In the following years , the city fought with and learned from the malaugrym . The assassins of House Jaezred managed to get the game changer , the magic to split a " zekyl ' s " shadow dragon and drow heritage and turn the individual into a drow - dragon . The assassins got prestige and power but to prevent internal strife in the city , they decided to go back to Toril and start to actively destroy Lolth ' s matriarchy as the Jaezred Chaulssin in the city of Chaulssin . Inhabitants . The denizens of Chaul ' mur ' ssin were generally drow , but differed from those found on Toril . They had a number of draconic features for being the descendants of Clan Jaezred , a shadow dragon clan that enslaved their ancestors and whom they have overthrown . They had " zekylen " and " zar ' ithra ' rin " among their numbers . Even most their drow population got after long exposure to the Plane of Shadow the characteristics of shadow creatures . Other inhabitants of CHaul ' mur ' ssin were the " Dark Bears " . The " Dark Bears " were descendants of the quaggoths from their fallen realm of Ursadunthar . They were there as mercenaries and became characteristics of creatures of the Plane of Shadow .
Fey crossroad Fey crossroads were magical portals , many of which led to the Feywild . They could be found all over Toril , but most were hidden from casual view . They often required the use of a ritual to operate , and after the Spellplague , many malfunctioned . Description . A fey crossroad , according to druid s , was where a fold in reality ' s ends touched each other , thus allowing instant travel by stepping in one end and coming out of the other . Each crossroad had a fey guardian , called a crossroad guardian , who had to be convinced to allow usage of the crossroad . Fey received automatic permission . As a general rule , entrances were hidden from sight and required the " detect crossroad " spell to find , though druids often marked them by arranging stones in circles , lines , or other ways . Most were large enough for a huge creature to fit through . They were mapped by druids and known to some bard s ; to other people , crossroads were more the stuff of legends than anything else . Usage . To use a crossroad , one needed to find one first , which required the aforementioned " detect crossroad " spell . After finding the crossroad , the guardian needed to be asked for permission for usage by every person individually . The guardian could give or not give permission as seen fit . Fey didn ' t need to be given permission ; they used a crossroad whenever they wanted . Travel . The most notable use of a crossroad was to travel from one end of the crossroad to the other end in an instant . Interestingly , one could travel via crossroad without the traveler ' s intention , by accidentally stepping into a crossroad and coming out of the other end . Usually , this happened when the crossroad guardian gave unwanted permission to use a crossroad due to being impressed by the traveler ' s singing , which was mistaken for a plea to enter the crossroad . Communication . Another use of a crossroad was to send acoustic messages through one end of a crossroad to another end . Druid s maintained schedules to send information to other druids . Impossible Uses . Sound and people , if given permission , could travel through , but interestingly , one could not send an attack , in mundane or magical ways , through a crossroad to hit a far away place . It was also impossible to get visual information of the destination through a crossroad . Guardian . A crossroad guardian was an artificial fey with the duty to guard a crossroad . One guardian was stationed at each end of the crossroad . With increasing urbanity of the crossroad ' s area , a guardian grew increasingly hostile towards would - be users of its crossroad . They had a weakness for music , which was why bards had it easier to get permission then others . People who wanted to use a crossroad couldn ' t just kill a guardian and get through , because a crossroad without a guardian ceased to function as an entry point , it could still be used but only one - way from the other side , given the guardian there wasn ' t killed beforehand . Creation . Druids could cast the " create crossroads and backroad " spell to create a new crossroad with two ends and one crossroad guardian at each end .
Commander ' s ring A commander ' s ring was a magic + 2 ring that was made by the War Wizards of Cormyr for their military commanders . Three times a day each , the ring could produce the effects of " daylight " , " feather fall " , " knock " , and " wall of force " , but only when the correct command word was uttered . If a purple dragon ring was worn on the same hand as this ring , they were treated as one ring . The wearer was able to detect any purple dragon rings within 100 feet ( 30m ) , but this power of detection was blocked by stone , metal , wood , or other solid boundaries . These rings were worth around 120 , 000 gold pieces each . In the Year of the Ageless One ( 1479 DR ) , Royal Magician Ganrahast Aeiulvana , Lord Warder Vainrence , former Royal Magician Vangerdahast Aeiulvana , and Storm Silverhand found a way to enchant the rings to safely allow telepathic communication through the " team " and " commander ' s ring s " , a feat previously impossible due to the aftereffects of the Spellplague .
Xamus Xamus was an efreeti inhabiting Rog ' osto in east Zakhara in 1367 DR . Relationships . Xamus served the sha ' ir Othmar bin Kaloth as his loyal genie companion . Activities . Xamus possessed a shrewd eye for judging a person ' s character and true intentions , a skill that served his master well . A favorite pastime of Xamus ' was collecting magical items from those whom his master had imprisoned . Xamus hoped to gather enough powerful items to impress a beautiful female noble efreeta back home in his native City of Brass .
Clan Bukbukken Clan Bukbukken was the name of the clan of Duergar that worshiped Shimmergloom the shadow dragon . Physical description . Like most Duergar , the clan had grey skin and stocky features . Whilst living in Mithral Hall , each clan member could afford to have their own set of mithral armor and weapons . History . When Shimmergloom took control of Mithral Hall , the clan worked under his command mining mithral for almost 200 years . When the Hall was liberated by Bruenor Battlehammer and the Companions of the Hall in 1356 DR , the clan was mostly slain . Those that survived fled back to the Underdark . Known members . There are few names mentioned in the lore , regarding the clan :
Trimia ' s catalogue of Outer Plane artifacts Trimia ' s catalogue of Outer Plane artifacts is an unmarked large book bound in heavy wood . The title of the book and a list of contents can be found on the first page . Operation . On selecting a page , there is a 25 % chance it will be blank or 75 % chance it will describe a magical device which can provide a way of getting to the appropriate Outer Plane , along with a price from 1 , 000 to 20 , 000 gp . In order to manifest the device in question , the coin must be laid upon the open book page and have a " vanish " spell cast upon it . The device ' s command word is the name of the plane of its destination , and it will transport users to a different location on the destination plane each time it is used . The device can be used up to once per day , and offers the user a return journey from the destination plane to the point of origin on the Prime Material Plane . Each time the device is used , there is a 5 % chance it will disappear once it has finished transporting its users to the destination plane .
Vault of the Word of the Loregiver The Vault of the Word of the Loregiver was part of the complex of the Palace of the Enlightened Throne in Huzuz in 1367 DR . Activities . Contained within this vault was the oldest known recorded copy of the Word of the Loregiver , created by the first Grand Caliph . These precious scrolls were displayed for all to see , but kept safely behind " walls of force " . Defenses . In addition to the " walls of force " protecting the vault , many magical protective measures were used to guard the ancient scrolls . A tasked slayer genie lay hidden within the base of the stand holding the scrolls , ready to spring out and destroy any intruder or thief with unbridled fury .
The Drunken Dragon The Drunken Dragon was a tavern found in the city of Tsurlagol in the Vast . The tavern was a favorite of Shaless of Tsurlagol , an adventurer . In Nightal of the Year of the Prince , 1357 DR , she returned to The Drunken Dragon and there displayed a selection of curious harp s and beautiful , magic al blade s that she claimed to have found in Myth Drannor . Maerhult , a bard also visiting the tavern , examined two of her harps and pronounced them to be genuine works of old Myth Drannor .
Monster mount Monster mount was an enchantment spell that could charm creatures into being mounts or pack animals for a few hours . Effects . This spell worked on a limited number of live ( not undead ) creatures of low intelligence . If the creatures were not able to resist the charm , they became domesticated and obedient and could be used as basic mounts or pack animals for the duration of the spell . The creatures had to be of appropriate size to carry the intended burdens . Each " monster mount " creature had to stay within 10 yd ( 9 . 1 m ) of the caster or another affected creature to maintain the spell , i . e . , the mounts could form a group , train , or phalanx as long as no creature got too far away from the caster or another affected creature . Creatures charmed by this spell would only carry riders or burdens . They would not fight except to defend themselves and would not knowingly endanger themselves . Any hostile action by the caster or a rider toward an enchanted creature broke the enchantment for all creatures . When the spell expired or was broken , the creatures halted and took no further action for one minute ; then their natural instincts returned and they acted accordingly . Components . This spell required only verbal and somatic components to cast .
Thomas Raphiel Thomas Raphiel was the Lord Regent of Ravens Bluff from 1345 DR - - ? Appearance . Thomas Raphiel stands 6 ' 2 " and weighs 195 pounds . He looks much younger than his true age . He wears fine clothes and always carries a longsword . Personality . Lord Thomas has a noble bearing and is always charming and persuasive . He enjoys working with foreign dignitaries and can be calm and soothing or forceful and domineering as the need arises . He is very resistant to change and strives to uphold the traditions he was taught . He practices a chivalrous code of ethics and expects others to behave in similar fashion , but more and more frequently he is disappointed . His one weakness is his pride for his family name and he will not hear anyone slander the honor of the Raphiel clan or he is likely to challenge them to a duel . Background . Thomas was raised for a life of nobility and service , educated in history , literature , and warfare as well as the social graces . His family is an old one with deep - rooted traditions and he claims his ancestors once governed the lands Ravens Bluff now occupies . He is the head of his clan which consists of many uncles , aunts , and cousins . Lord Thomas fought in many military campaigns but never went adventuring . He accepted the position of Lord Regent when the office was left vacant after the death of his uncle Sir Dillard . He manages the governmental departments associated with the city ' s economic life , implementing the policies set down by the Council of Lords ( of which he is a member ) . Foreign policy is closely tied to economics and Lord Thomas negotiates commercial treaties with cities and realms in the area of the Dragon Reach and the Vast . His main goal is to persuade the remaining independent lords in the Ravens Bluff area to accept the authority of the city government and promote the benefits of integration .
Dragon magazine 211 " Dragon " issue 211 was released in November of 1994 . It contained the following articles related to the Forgotten Realms : First Quest : Mammals and Dinosaurs . Jeff Grubb ' s early experiences with role - playing games , some of which influenced the Forgotten Realms . Sight in the Darkness . An in - depth look at infravision and its uses in a campaign . " I Sing a Song by the Deep - Water Bay " . Laeral Silverhand shares knowledge about the Harpers within Waterdeep with Steven E . Schend . Topkapı Palace . A description of the in and how to draw ideas for campaigns like Al - Qadim from it . The Wizards Three : A Night of Shadows . The archmages Elminster , Mordenkainen of Oerth and Dalamar of Krynn exchange spells in Ed Greenwood ' s house . Spells . " Belsham ' s mace • Falling wall • Battlecurse • Argastar ' s cloak of shadows • Othnal ' s spectral dagger • Sphere of eyes • Jonstal ' s double wizardry • Valiancy • Jonstal ' s improved double wizardry "
Erelda Erelda was the second - in - command of battlemistress Rylla of the Promenade of the Dark Maiden . History . In 1379 DR , during an attack by Ghaunadaur ' s followers on the Promenade , Erelda remained to control the seals that trapped the god ' s avatar . However , a large group of ooze s attacked Erelda and her Protectors and managed to break the seal , awakening the avatar of Ghaunadaur .
Black Flame Zealots The Black Flame Zealots , also known as the Order of The Black Flame , was a secret society of assassins who drew their power from the passions of anger and rage . They were originally only disciples of Kossuth , but their ardent practices have since inspired devotees of other worships to follow in their footsteps of the Black Flame Zealot . They served as the eyes , ears , and hands of Kossuth in Thay . They operated heavily before the Spellplague , and not even the mighty Zulkir were out of their reach . Since the Spellplague , the order has gone silent . However , there is some speculation of small sects working out of Amruthar . After the Spellplague , the Fire Knives were known to train new recruits in the ways of the original Black Flame Zealots , barring their initial strict worship of Kossuth . Assassin ' s guilds across the world began to harbor Black Flame Zealots disconnected from the worship of Kossuth .
Magefair A magefair , or the Magefair , was a private gathering of wizard s for the purposes of demonstrating magical powers and general enjoyment . Magefairs could be useful for learning new spells . History . Originally , the town of Sendrin in the Vast was a mecca for wizard s . Here , they could talk shop , share spells , and practice their magic far from inhabited areas . Some also took the opportunity to play up , party all night , mess around with magic for lewdness and vandalism , and generally get away with what they couldn ' t at home . However , when Azuth defeated Savras and supplanted him as god of magic , Azuth ' s followers sacked and destroyed the temple of Savras in Sendrin . The wizards stopped coming , and those who ' d serviced them — scribes , component sellers , tailors , healers , escorts — gradually left . But the community they ' d made went mobile , becoming the travelling Magefair . Organization . The Magefair was held annually in various remote locations . Rules . There were certain rules to prevent total chaos breaking out , and sentinels prevented the entrance of non - magicians , challenging them to cast spells to prove their worth . Each magician was entitled to bring one guest who did not need to have magical abilities . Events . Amongst the events at a magefair , the " fireball " throwing contest was an opportunity to prove one ' s worth . The casters attempted to create the largest and strongest fireballs . The Magefair was also a time for partying and feasting .
Shadovar The Shadovar were the inhabitants of Thultanthar , the Shade enclave . During the course of the people ' s 1700 year exile from Toril , they battled the Malaugrym and other shadowy horrors of the realm , becoming more attuned to the Plane of Shadow with each generation and later Shadowfell for a short time , and were thus known as Shadovar . Etymology . The term " Shadovar " meant " of the shades " in Loross . Description . Shadovar dressed in the style of clothing worn in old Netheril . Nearly all Shadovar were fervent worshippers of Shar , owing loyalty to their belief that she would have protected them . The Shadovar were skilled wizard s . They were known for their uncontested warlike temper . The wizards and sorcerer s of Thultanthar scried the whole Faerûn also through the use of their powers . Shade spells fought to keep the sand storms at bay . They believed that the Anauroch was their undisputed domain . Doomsayers whispered that one day the Shadovar would have conquered the Cormyr , the Silver Marches or the Dales , using the sands and the mountains like natural defense to keep away enemy armies . They also prophesied that sooner or later the Great Sand Sea would have been infested by fearsome monsters controlled by power - hungry wizards spreading the tyranny of magecraft in the world once again . According to them , flying and venom - spitting human skulls , wraith s spellcasters and men who can become snakes would have infested the local area . History . When Telamont Tanthul moved Thultanthar to the Plane of Shadow , their mythal was infused with the power of the Shadow Weave and given protection by Shar . After centuries in the Plane of Shadow and later Shadowfell , the ruling class of the City of Shade became twisted , dark , humanoid creatures referred to as Shades . As such , it is incorrect to refer to all Netherese or Shades as Shadovar , as the organization truly only includes all the ruling class of Thultanthar . Despite this , most folk refer to all Netherese as Shadovar nonetheless . In 1372 DR , when Thultanthar returned , people looked at the Shadovar as benevolent until their allegiance to Shar was discovered . As a result , the Shadovar discovered the Harpers and the nation of Cormyr opposing them .
Animal shapes Animal shapes is a transmutation spell that causes one ally per level to polymorph into a chosen animal . Effect . As " polymorph other " , except you polymorph up to one willing creature per level into an animal of your choice ; the spell has no effect on unwilling creature . Recipients remain in the animal form until the spell expires or you dismiss the spell for all recipients . In addition , an individual subject may choose to resume her normal form ( as a full - round action ) ; doing so ends the spell for her and her alone . The allowed size of the animal form depends on your caster level : Creatures polymorphed by this spell don ' t suffer the disorientation penalty that those transformed by " polymorph other " often do .
Haldos ' s Fine Butchery Haldos ' s Fine Butchery was a shop located in the city of Wheloon in Cormyr , near the center of the city . It was a butchery and was owned by Haldos . History . The butchery 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 " . Description . Haldos ' s Fine Butchery consisted of a shop , stockyards , and slaughterhouse , which all lay in the center of the city to the irritation of its neighbors . The sounds of animals , slaughter , and butchery were an annoyance to all . Services . Haldos was a butcher , selling meat to his customers . He was one of the few who could slaughter a beast on the spot and provide the freshest possible meat , without being smoked and hung . This was valued by particular cooks , as well as alchemist s , priest s , and wizard s , who required fresh meat for other purposes .
Preani Qin Preani Qin was the ultimate leader of the Diligent Mamluk Society and commander of all mamluk s in Huzuz , the City of Delights . Description . Preani was attractive , so much so that she caught the eye of the Grand Caliph and earned the enmity of his wife , Tanya bint Perijan . Personality . She was adept in politics and able to keep her varied units working in harmony . Abilities . Preani was a competent commander and lead the Honored with pride . In addition to the Honored , she commanded units of mamluks from the Dutiful , Faithful , Valiant , and Studious . Each of these units had 1 , 000 men . Three 300 - man units of cavalry from the Dutiful , Valiant , and Dauntless were also under her command . Activities . Preani lived in an apartment in the Hall of Commanders within the Palace of the Enlightened Throne .
Crypt of Augathra the Mad The crypt of Augathra the Mad was located in the ruins of the Netherese floating citadel of Synod . History . Augathra the Mad found the ruins around - 390 DR and , discovering a unique interaction between the Weave and the Sharn Wall , stayed to research a way to end her dark torment as the chronicler of the Black Chronology .
Sherlen Miller Sherlen Miller was the commander of the militia and the constable in Daggerford around 1485 DR . Activities . Her dual role meant Sherlen had to use two different aspects of her personality : as a militia commander , she trained her fellow warriors ; as constable , she had to mediate disputes and take care of the duke ' s interests . Personality . Sherlen considered it a great honor serving in the same role as her great ancestor Sherlen Spearslayer . She preferred her role as commander , feeling she did not suit the diplomatic role she had as constable .
Kinyel Druu ' giir Kinyel Druu ' giir was a drow assassin in Mantol - Derith during the Rage of Demons . History . Kinyel was an assassin of House Druu ' giir in Menzoberranzan but she was exiled to Mantol - Derith after failing to kill a house rival There , during the Rage of Demons , she became smitten with a gargoyle who had given her a madness - causing gem created by the demon lord Fraz - Urb ' luu Affected by the madness , Kinyel decided she must kill the Zhentarim beholder Lorthuun . Kinyel infiltrated the staff of Sirak Mazelor when the drow representative went to met the Zhent delegate Ghazrim DuLoc , waiting for the right occasion to strike , but was stopped by some adventurers . Personality . Kinyel believed in her madness that killing the beholder would gain her the pardon of her house .