Triple
T35511129
| Position | Surface form | Disambiguated ID | Type / Status |
|---|---|---|---|
| Subject | Sea of Ghosts |
E1026287
|
entity |
| Predicate | instanceOf |
P0
|
FINISHED |
| Object | body of water in The Elder Scrolls |
C291
|
CONCEPT FINISHED |
How this triple was built (1 step)
Every LLM step that produced this triple, in pipeline order — named-entity classification, the disambiguation choices (the exact options shown, with the pick highlighted), and the generated description. The batch + timestamp of each is in the Provenance table below.
CD
Concept disambiguation
gpt-5-mini-2025-08-07
Target class: body of water in The Elder Scrolls Context triple: [Sea of Ghosts, instanceOf, body of water in The Elder Scrolls]
-
A.
body of water
chosen
A body of water is a naturally or artificially formed, relatively distinct accumulation of water—such as a lake, sea, river, or pond—occupying a definable area on the Earth's surface.
-
B.
location in The Elder Scrolls universe
A location in The Elder Scrolls universe is any distinct, explorable place—such as cities, dungeons, regions, or landmarks—within the series’ fictional world that can be visited, referenced, or interacted with in-game or in lore.
-
C.
location in The Elder Scrolls
A location in The Elder Scrolls is any distinct, explorable place within the game world—such as cities, dungeons, wilderness areas, or landmarks—defined by its geography, lore, inhabitants, and interactive elements.
-
D.
recreational water body
A recreational water body is a natural or artificial water feature, such as a lake, pond, pool, or shoreline area, specifically used for leisure activities like swimming, boating, fishing, or relaxation.
-
E.
waterway feature
A waterway feature is any natural or man-made linear or areal element that involves the presence, movement, or containment of water, such as rivers, canals, streams, or channels.
- F. None of above.
Provenance (1 batch)
The batch behind each pipeline step, in order, with when it ran. Timestamps are batch-level — stages were processed in waves, so the object chain (NER → NED1 → NEDg → NED2) reads in order, but predicate / elicitation batches can sit in a different wave.
| Step | Stage | Batch ID | Status | When |
|---|---|---|---|---|
| creating | Elicitation | batch_69f76dfd61208190b93ec6dc439cab41 |
completed | May 3, 2026, 3:47 p.m. |
Created at: May 3, 2026, 4:04 p.m.