The sole city on the CHULTAN PENINSULA, PORT NYANZARU bears the fitting moniker of “the Gateway to Chult.” Once a holding of AMN, the city was wrested from their control by a consortium of traders with support from the YTEPKA SOCIETY. Since then, seven MERCHANT PRINCES have risen to power and now preside over the daily operations of the city—for fun and PROFIT, of course. It is a beautiful, vibrant city full of exotic smells, sounds, and sights; among those being DINOSAUR RACES, GLADITORIAL CONTESTS, and ARCHITECTURE unlike that found anywhere else in Faerûn. The city’s beauty—and that of the JUNGLES that lay beyond—belies the peninsula’s danger; CARNIVOROUS BEASTS, UNDEAD, PIRATES, and other hazards such as DISEASE pose a daily threat to the livelihood of the merchant princes and the lives of the port city’s residents. Those of means are find solace behind tall WALLS that protect the city’s wealthy WARDS; while those without reside in the OLD CITY, MALAR’S THROAT, and TIRYKI ANCHORAGE—protected only by the volunteer CITIZENS’ BRIGADE that are ever-mindful of the dangers that might wander out of the jungle. A new threat has arisen, however, and one that can neither be spotted with keen eyes nor killed with sharp spears. Within the ruins of the Lost City of OMU lay the TOMB OF THE NINE GODS and—at its heart—the SOULMONGER, an artifact of immense power that has bestowed a DEATH CURSE across TORIL. In response to this new threat, the FACTIONS have set sail for Chult in the hopes that they can assist in the efforts by scouring jungle ruins for LESSER TOMBS. Thankfully, native tribes of AARAKOCRA, DWARVES, and TABAXI, and other races exist within the jungle. But whether they will friendly is another question altogether. To make matters worse, deep beneath the WARLOCK’S CRYPT, the lich RHAUGILATH yearns for escape from bondage. Bound in servitude to the lich LARLOCH, he has reached out to YUAN-TI within Chult via their dreams and, in exchange for recovering the Soulmonger and the ATROPAL it feeds, offered Chult herself, its denizens, and ancient, powerful secrets.

The Setting for Season 7 of the D&D Adventurers League

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Organized Play: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, , Matt Sernett D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick

DUNGEONS & DRAGONS, D&D, , , the dragon ampersand, Player’s Handbook, , ’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. Sample file ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. bright, vibrant colors and the use of nature is frequent with most of the homes boasting modest gardens. As Chult depends on the rain for its water, most homes have a cistern or barrels to collect it. JUNGLES. The jungles of Chult are thick and dangerous with vine-wrapped trees that tower hundreds of feet into the air in spots. The weather is The following names, locations, and terms are used unbearably hot, humid, and—frequently—rainy. in this narrative. Above all of this, though, they are exceedingly CHULTAN PENINSULA. This stretch of land forms dangerous. a barrier between the Shining Sea and the Great Sea. CARNIVOROUS BEASTS. The jungles of Chult are It is covered in its entirety by thick jungles, and also thick with dangerous creatures—many of which populated by all manner of exotic—and sustain themselves on the flesh of living creatures. dangerous—creatures. Since the Spellplague, it Dinosaurs, giant snakes, giant apes, giant insects, possesses only one permanent city. carnivorous plants, and other strange and exotic PORT NYANZARU (NIE-ann-ZAH-roo). The only creatures can be found here—all hungry and ready city on Chult that survived the Spellplague, this to take a bite out of an adventurer or two. cosmopolitan city was until recently a holding of UNDEAD. Ras Nsi commands a vast army of Amn. However, in response to threats of war, the undead in Chult, and they thrive in the dark jungle Merchant’s Domain was forced to relinquish the beneath the thick canopy. And while the humidity profitable port. It is now ruled by seven merchant causes them decay all the quicker, they don’t seem princes. to mind. Zombies, skeletons, and ghouls are the most AMN. The Merchant’s Domain is a city in the common of these dangers. Zombies are so plentiful, southernmost reaches of the Sword Coast—some in fact, that all of the races in Chult burn their dead two-thousand miles north of Chult. and scatter the bones of animals they hunt kill. Only YTEPKA SOCIETY (ih-TEP-kuh). Also known as in Port Nyanrazu can graveyards be found. the Triceratops Society, this organization serves to PIRATES. Three pirate ships use Jahaka ensure the balance of power and preserving the Anchorage as their base of operations in Chult: the natural order within Port Nyanzaru. Instrumental in Dragonfang, the Emerald Eye, and the Stirge. wresting control of the city away from Amn nearly a Unbeknown to Port Nyanzaru, the captains of these decade ago, the Society now work to keep Port ships are in league with the Flaming Fist garrisoned Nyanzaru safe from external threats, such as pirates, at Fort Beluarian. In exchange for a cut of the profits, foreign factions, and their agents. the pirates leave Flaming Fist ships alone. MERCHANT PRINCES. Each of these seven WALLS. The walls surrounding the Market, individuals that rule Port Nyanzaru controls a single Merchant, and Harbor Wards of Port Nyanrazu are aspect of the city’s economic infrastructure. But tall and made of stone. Guards patrol the narrow although each of the merchant princes has a private wooden walkway at the tops of the walls. Bright, villa of surpassing beauty, gaining an audience with colorful pennants and flags decorate the walls. one of them is more difficult than simply figuring out MARKET WARD. The eastern half of the city is where they live. where most of her tradesfolk and middle-class DINOSAUR RACES. One of the most famous events residents live and work. It is also the ward that within the city are the weekly dinosaur races. The houses the Grand Coliseum and Public Bath House— betting that takes place during the races is often just two largely-popular visitor destinations. as exciting as the races themselves. MERCHANTS’ WARD. The western half of the city GLADITORIAL CONTESTS. These spectacular is so named because it houses the Grand Souk—the bouts occur within the city’s Grand Coliseum and market. A number of the merchant princes also keep welcome all comers to challenge. Betting is also villas here. This is the upper-class of the city’s quite popular here. wards. The Goldenthrone—the city’s “seat” of ARCHITECTURE. The buildings within Port power—is located here. Nyanzaru are largely constructed of stucco- HARBOR WARD. Between the Market Ward and plastered stone with small windows that serve to the Merchant Ward is the Harbor Ward. It’s through keep out the heat. The open-air upper stories are here where the vast majority of the goods that enter Sampletypically fashioned of wood with thatched or tiled and leave Port Nyanzaru pass. Anfile enclosed area of roofs. Even the poorest of homes are painted in the docs adjacent to the Merchant Ward is reserved for use by the merchant princes. The flame in the

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