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The colony was also in competition with the much larger Port Nyanzaru. In spite of this goodwill, the city had, over the Hundred Years of Chaos, been burnt to the ground twice by local inhabitants of Chult only to be rebuilt by the Baldurians. The troops would work with adventurers to promote the cause of good, and provide shelter to adventurers in dire need. Important Sites Fort Beluarian A small outpost that belonged to the Flaming Fists, a mercenary company based in Baldur's Gate. The Snout was the domain of the tortle race. The southern Chultan coast extended east until the Snout of Omgar, a mountainous island that marked the boundary between Chult and the coast of Samarach. A few brave (or foolish) sought fortune to explore the caves along the coast, hoping they would lead into rich mines under the jungle. Fearing not only the cliffs, sailors spoke of whirlpools, freak storms, aquatic monsters, flying dinosaurs and giant eagles. The jagged and treacherous coast of southwestern Chult created a hazard for ships, and merchants from northern Faerûn have learned to give it wide berth. Legends said that all of their wealth was left behind in caves in the valley, while more sinister legends claimed the evil deity of Eshowdow, actually Shar in disguise, resided there, recruiting followers and planning revenge. In the thickest parts of the jungle lay the Valley of Lost Honor, once the last refuge of the Eshowe before they were destroyed. Legend had it that at the end of the world Dendar the Night Serpent would tear down these doors and break through into the world. The peaks were also said to sit over a pair of iron doors that led to the Fugue Plane, the world of the dead. The Peaks of Flame were the abode of salamanders and other creatures of fire. Yet those adventurers kept on coming in their droves to the Chultan jungles as rumors of endless veins of gold, huge gems and ruined empires stuffed to the brim with magic and riches kept surfacing in taverns across Faerûn and many were willing to brave the dangers of the jungle for a slice of that fabled wealth. One of the many dangers of Chult was the Undead that infested it. Yuan-ti, batiri, and other species that have learned to survive in this place needed food adventurers would tend to suit that need nicely. On top of all this, the intelligent creatures that eked out an existence in the dense foliage were perfectly happy and sometimes went out of their way, to track travelers in order to hunt them down and kill them. Even the water was tainted and had to be boiled if it was to be drunk. Most things in the jungle had some sort of illness or parasite and it was very easy to catch such illnesses off them. Worst, however, was the disease that ran rampant in the area. Insects bit and stung travelers almost constantly, the heat and humidity were almost unbearable and the undergrowth contained a multitude of poisonous snakes. The plants were intelligent predators while the predators themselves were massive and armed with huge teeth and claws. It was said by many that the jungles of Chult were the most dangerous places in Faerûn. These safari hunters paid good coin for exotic creatures to claim as trophies without actually having to risk their own lives. Ĭhult was the prime destination for people who liked to hunt or collect monster skulls. " Slimes" were a present danger for travelers in Chult, namely zygoms, green slimes and yellow molds. The dominant predators of the land were the dinosaurs, who were worshiped by many of the natives as aspects of the primordial Ubtao. Exotic creatures as chuuls, hydras, nagas, troglodytes, trolls, and wyverns existed in smaller numbers. In the days before the Spellplague many also traveled to study in Mezro.Īside from humans, wild dwarves, goblins, aldani, pterafolk, bullywugs, and lizardfolk also inhabited the land. Subsequently, the Chultan attitude towards the arcane caused some arcanists to flee into the jungle to practice their art alone. Despite this restriction on arcane spellcasters, the number of people with an aptitude for magic was the same as anywhere else in Faerûn. Magic was generally feared, and each tribal-family generally had only one wielder of arcane magic, who performed hunting ceremonies and brewed potions to aid the hunters. Harder metals like iron and steel were unavailable to them, and the few brought in by outsiders were nowhere near enough to sufficiently arm any significant number of people. For hunting and defense they relied on non-metallic weapons like clubs, bows and shortspears. The humans of Chult lived in tribal communities, consisting of a dozen or so families, which moved from one area to the next when the poor soil of the largely-jungle covered peninsula becomes depleted.
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