Chult

  With the exception of a few coastal settlements, Chult is untamed tropical wilderness: dense jungles and snaky rivers ringed by mountains, volcanoes, and sheer escarpments. Walls of mountains to the west, south, and east shield the interior from the sea and from the view of sailors. The rivers are so sluggish that it can be difficult determining which direction is upstream and which is down. The rivers pick up speed only where they thunder down through steep-sided gorges. The safest entry points into this overgrown realm ("safest" is a relative term in this context) are on the north and east. The coast from the Bay of Chult to Refuge Bay offers beaches on which to embark into the uncharted jungle. Along the entire coast, the Bay of Chult is the only spot where travelers can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and murderous undead. The farther one moves from the coast, the more humid, hot, and inhospitable the land becomes.

Ecosystem

Chult is hot, humid, and rainy throughout the year. The temperature regularly climbs as high as 95 degrees F (35 degrees C) during the day and seldom falls below 70 degrees F (20 degrees C) even at night. A day without rain is rare, but rain varies from a steady mist to drenching downpours. Visibility in heavy rain is limited to 50 yards. Beyond that distance, only Huge or larger objects can be distinguished. Missile weapon ranges are halved during rain.   On days that receive heavy rain, there's a 25 percent chance of a full-blown tropical storm featuring sheets of rain, high wind, lightning, tall waves at sea, and immense surf along the coast. Guides who know the conditions in Chult recommend hunkering down and staying put on these days. Travel by river is impossible (canoes are swamped by waves within 15 minutes of launching). If characters insist on traveling by foot, every character gains 1 level of exhaustion automatically and must make a successful DC 10 Constitution check or gain another. Skill checks to avoid becoming lost are made with disadvantage on storm days.

History

Members of every race and nationality of Faerûn can be found in Port Nyanzaru, but few of them ever travel more than a hundred yards beyond the city walls. The native peoples must be divided into those that are commonly known and those whose presence is legendary or only suspected. The first group consists of Chultans (humans), aarakocra, Batiri (goblins), dwarves (including albino dwarves), pterafolk, and tabaxi. In the second category, weretigers are suspected to be present in small numbers; explorers and hunters sometimes report seeing grungs (frog folk) deep in the jungle; and yuan-ti are rumored to be making a resurgence in remote areas. In addition to these known and suspected residents, a crew of frost giants has come to Chult seeking the Ring of Winter and an expedition of Red Wizards is hunting for the Soulmonger, but the presence of these bands is still unknown to the larger population.   Finally, the deep jungle is overrun by skeletons, zombies, ghouls, and other types of undead. Everyone in Chult is all too aware of their presence.
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