Нужна инфа по следующим руинам которые находяться около moonsea:
Smiling Lady well
Elvens ruins
Citadel Alkhalus
Nouth
Tharklu's Palace
Lone Tower
Caronal
Gazzeth
Seawave ruins
Elven Watchtower
Shipwreck Graveyard
A вот кусочек про марелов:
Цитата
However, the worst race that dwells under the waves lives next to the sunken ruins of Northkeep.
The marels are a race of sea elves, but they are unlike any encountered before by even the most experienced mariner. They are often called ?sea drow,? thoughthey are most definitely not aquatic drow. Marels are full elves, with pale white skin, long blackish-green hair, and eyes that glow an eerie phosphorescent green. They possess the usual elven racial abilities, such as infravision and resistance to sleep and charm spells. But the hearts of the marels are blacker than the blackest depths of the Moonsea. A more foul race of corrupt, evil elves has never existed. They worship Umberlee, and there are reports of horrendous rites under the waves in her honor.
The marels number around 2,000, including 500 children. They dwell in elaborate houses carved from a species of hardy, cold-dwelling coral. The marels have mages and priests, and are led by an elf king and queen, Uhlmor (CE em W15) and Oaleah (CE ef F7/W11). When encountered, marels usually are found in bands of eight (their sacred number), including six warriors (levels 1-4), a mage (levels 5-7), and a priest (levels 6-8 ). Marels wear a peculiar form of shell
armor, which acts like chainmail (AC 5). They wield tridents, long swords, spears, and nets.
The sunken ruins of Northkeep are considered the marels? territory. The few scholars who know of their existence say that they used to be normal aquatic elves, but as a race they refused to help the city of Northkeep. When the city was sunk, the gods transformed the marels into foul-spirited guardians of the ruins, and such as been their lot since. Marels love to silently board ships at night, slaughter half the crew, steal some valuables, and leave. The survivors awaken to find mysterious wet footprints in their rooms and comrades lying in the hammocks
next to theirs with slit throats. Despite their evil natures, marels do not ally themselves
with other evil aquatic races. They wish to be left alone. Marels hate surface elves as much as they hate marine races. The sound of the Bell in the Depths is also anathema to them, since it is a
reminder of their failure to act as a race. The bell, (however, cannot be stopped from ringing.
Two magical gates are known to exist in Mareliar, the city of the evil elves. One gate leads to the Elemental Plane of Water, and the other leads to the Abyss?to the layer where Umberlee dwells.
The Moonsea is home to a unique brand of seaweed called salt ivy. This water plant comes in 1d8 clumps of green strands that measure 10+4d10 feet in length. Salt ivy is a navigational hazard known to slow ships to a crawl. Removing the ivy from a ship?s hull takes a number of rounds equal to the length of the strands times the number of clumps. The plant is used as a spell component for certain water-based spells.
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Цитата
The Moonsea
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . 2
West Branch . . . . . . . . . . . . . . . . . . . . . . 5
North Coast . . . . . . . . . . . . . . . . . . . ..27
South Coast . . . . . . . . . . . . . . . . . . . . . 4 9
The Moonsea Proper . . . . . . . . . . . . . ..61
Credits
Design: John Terra
Editing: Allison Lassieur
Project Coordinator: Karen S. Boomgarden
Cover Art: Danilo Gonzalez
Interior Art: Valerie Valusek
Cartography: David C. Sutherland III and Diesel
Typesetting: Nancy J. Kerkstra
Production: Paul Hanchette
9474xxx1901
ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. The TSR logo is a trademark owned
by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. This is a work of fiction. Any resemblance to
any real person, living or dead, is strictly coincidental. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language
products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. This
book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of TSR, Inc.
Copyright © 1995 TSR, Inc. All Rights Reserved. Printed in U.S.A.
ISBN 1-56076-848-7
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Цитата
Introduction
ìTraveling from the Dalelands to the Moonsea is a bit like walking from a temperate,
lush forest into a raging snowstorm: Itís unexpected, uncomfortable, and if you
arenít prepared for it, it could kill you.î
—Elminster of Shadowdale
he Moonsea, also known as the Sea of Dragons, lies nestled
between Thar to the north and the Dalelands and Sembia to
the south. These natural barriers prevent casual contact
between the two opposing regions. The Moonsea is a cold,
clear, deep lake the color of dark amethyst, with frequent
storms and turbulent weather that mirrors its turbulent past and present. It is
a place where unwary adventurers can either make a name for themselves or
be buried under the dark, hungry waves.
The Moonseaís shores harbor a list of cities whose fame (or notoriety) is
well known throughout the Realms: Zhentil Keep, Hillsfar, Phlan, Melvaunt,
and Mulmaster. Each city along the Moonseaís shores brings with it its own
unique contributions, helping to shape the overall character of the area.
If that is truly the case, then the cities have little good to offer. Since the
Moonsea is a harsh place, the people themselves have become harsh in order
to survive. Suspicion, greed, brutality, and political treachery have become
the meat and drink of the regionís inhabitants.
But for every one city that still exists on the Moonseaís coast there are
three that were not so fortunate. The Moonsea is dotted with the ruins of
cities and the tombs of the unfortunate men and women who built them and
sought to dwell in them.
In addition to the dead cities, there are the ruined castles and towers of
petty would-be rulers and mages who sought solitude in order to better work
on their spells of power and conquest.
If things are thus, then why go to the Moonsea at all? The answer is simple:
It is where legends and reputations are created and undone. If one wishes
to make a name for oneself, one must take chances and face hardships. The
Moonsea has risks and hardships to spare.
About This Book
he Moonsea Reference Guide is designed to be used for adventuring in a
FORGOTTEN REALMSÆ campaign. It, along with The Moonsea Playersí
Book, supplements the information found in the FORGOTTEN
REALMS Campaign Setting.
The first chapter covers the seaís West Branch, the second chapter its
North Coast, the third its South Coast, and the last chapter defines the
Moonsea itself.