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№57834
>>57833
Ну да, довольно очевидно
а) Подземелья уже спалены перед союзом в лице Аи и в случае союзной юрисдикции над городом тут полюбому будут шариться исследователи, поскольку место представляет реальный археологический и исторический интерес.
б) Упомянутая выше юрисдикция союза, сами вы не хотите вассалиться, так что будет в любом случае кайнд оф наместник и в худшем для вас случае это будет сводный гарнизон и какая-нибудь комиссия.
в) Моргейн полюбому узнает о подземельях получив сведения из кииры и библиотеки, пускай не полные, но тем не менее она будет знать о наличии крупного города Иллианбрюэна на этом месте, а поскольку она получает и общесоюзные сведения, то сумеет сложить 1 + 1. Получается если вы захотите захапать руины только себе, то утратите политического союзника в её лице, поскольку её также заинтересует историческая и археологическая ценность руин равно как и политическая ценность - они доказательство притязаний Иллианбрюэна на эти территории, и если сейчас их не получится откусить, то всё равно выгодно обнародовать эти факты для укрепления последующих политических претензий и манипуляций самого широкого спектра, от примитивного Хорнедмаунтинфорт наш (Хелмсхолд), до хитровыебанного мы признаём ваши права на плоды созданного в виде современного Хелмсхолда, а вы признавайте плоды наших рук в виде Шарандара, Драгонлейра, Сильверлифа и остальных поселений леса, которые до сих пор стоят или легитимации идеи наличия у Моргейн драгонрайдеров и прочей авиационной кавалерии, Хорнедмаунтифорт как раз и был крепостью с базированием таких.
г) Ну и пока я это не получил, чтобы предлагать, но в Шарандаре есть много интересного, например такое
4. CONFERENCE CHAMBER
Inside, the heart of the tree’s trunk has a permanent tree stride
effect upon it; the potent magic of the mythal allows beings to enter
the tree in a manner similar to the tree stride effect, but those enter-
ing the area cannot go into other trees.
Today, all that remains in this chamber are seven comfortable
chairs arranged in a semicircle around a low platform in the center
of the room. This is where the elven diplomats retreated to talk
about matters that affected all of their races. Each of the seven
chairs is tailored to provide the most comfort to one of the seven
subraces. A Search check (DC 25) reveals that all of the chairs but
two have signs of wear (fraying of the upholstery). Of the other two
chairs, one shows only a little bit of wear, while the other looks
unused in comparison.
Anyone who sits in one of these chairs gains a +4 sacred bonus to
her Wisdom score for 24 hours as they become infused with the
ancient spirits of the elves who debated long and hard within this
room. The chairs lose their magic permanently if they are removed
from the room, and they temporarily deactivate (for 24 hours)
whenever they grant their sacred bonus
5. LIBRARY
No magic
texts exist here, but anyone who wishes to research something about
elven history or any location within Cormanthor gains a +4 circum-
stance bonus to a Knowledge check to find the appropriate infor-
mation.
An arcane spellcaster who prepares spells in this room may pre-
pare one additional spell of any spell level the caster normally has
access to if he or she possesses elven blood. Additionally, the auras in
this room grant a +2 sacred bonus to any Craft checks used to gen-
erate written works of art, and scrolls created in here cost 10% less
than their normal XP cost
8. CONSERVATORY
The conservatory contains several ancient elven instruments, each
of which magically keeps its tune and grants a +4 sacred bonus to
any Perform check made with them. Liriealan often relaxes by play-
ing music in this room.
9. INSTRUMENT CRAFTING ROOM
The instrument crafting room contains a large number of tools used
to build musical instruments; if used, they grant a +2 sacred bonus
to all Craft checks made to build or repair instruments. Magic
instruments crafted in this room have their XP cost required to
create the item reduced by 10%.
11. ALCHEMY LAB
This alchemy lab was set up to replace the lost lab in area 10.
Anyone using the equipment in this room gains a +2 sacred bonus on
any Alchemy checks, and potions made in this room cost 10% less
than the regular XP cost to brew.
16. CHAPEL TO THE SELDARINE (Дессекрейтнуть нахуй и поставить статую Ловиатар, и может быть какие-нибудь другие, чтобы сменить веры, получающие бонусы)
The tiny chapel contains a single padded cushion surrounded by
small statues of the Seldarine. Each statue is crafted from rare wood
and stone and is mounted on a low pedestal. A single statue weighs
500 pounds, but if removed from this room, the statue immediately
teleports back to its proper pedestal. One pedestal is empty, and the
plaque at its base indicates it is reserved for Eilistraee should she
ever deign to return to the Seldarine.
A divine spellcaster who prepares spells in this room may prepare
one additional spell of any spell level the caster normally has access
to if, provided he is a worshiper of one of the Seldarine or of Eilis-
traee.
20. MAGIC FORGE
Several magic tools used to craft arms and armor, including a magic
forge, are in the room. The air in this room is magically ventilated
to prevent smoke from building up. Craft checks used to create
armor or weapons gain a +2 sacred bonus in this room, and any
magic arms or armor built in here cost 10% less the standard expe-
rience point cost.
21. MAGIC WORKSHOP
The magic workshop contains a large number of tools and devices
used to create miscellaneous magic items such as rings, wands, staffs,
rods, and wondrous items. Any such item created in this room costs
10% less than the normal XP cost for crafting the item
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