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11.

Royal Docks

The term “royal” dates back to the age when Chult was ruled by true kings and queens instead
of merchants. Now these docks are reserved for the exclusive use of the Merchant princes and
those diplomats, dignitaries, and influential foreign merchants whom the merchant princes
want to flatter with privilege or impress with magnificence.

12. Statue

The statue at the center of the harbor represents an ancient Chultan king in full regalia,
resplendent in a loincloth of leopard skin and a headdress of feathers, shells, and tyrannosaurus
teeth; draped in a cape of girallon fur and monkey tails; and wielding the traditional oval shield
and yklwa of Chult. Residents call it Na N’buso, the Great King. The statue isn’t nearly as ancient
as the mythic king it portrays. It was erected just five years ago, at a time when Port Nyanzaru
was flexing its new mercantile muscle, to impress on foreigners that Chult is an independent
land with a glorious history. Few who see it fail to get the message.

13. Harbormaster’s Office

Outside of the harbormaster’s office is a bulletin board that provides the names and
whereabouts of several wilderness guides (see “Finding a Guide”). The harbormaster is a half-
gold dragon named Zindar (see appendix D). He’s seldom in this sturdy, airy building, however;
most of his time is spent dealing with the hundreds of disputes, traffic jams, and other minor
problems that crop up every day on a busy quayside. Zindar finds that his imposing personal
presence gets issues resolved more quickly and more to his satisfaction than any number of
subordinates can accomplish. Clerks in the office seldom know exactly where Zindar is at any
time, but messages can be left for him; he’ll leave a reply within 1d6 hours. If characters present
themselves as adventurers, Zindar offers them a quest (see “Side Quests”).

14. Lighthouse

A flame burns atop the lighthouse day and night to guide ships through darkness, fog, and rain
to the harbor. Various powders can be added to the fire to create thick columns of colored
smoke that can be seen from Fort Beluarian and from the mines along the Bay of Chult.

15. Fort Nyanzaru

The fort contains a winch for raising and lowering an immense iron chain stretched between the
fort and the lighthouse. When the chain is raised, no ship can sail into or out of the harbor. The
chain hasn’t been raised against attackers in decades, but it’s used occasionally to prevent a ship
from slipping out of the harbor with criminals or contraband on board. The fort also mounts two
ballistas that can launch heavy bolts or canisters of alchemist’s fire. Its garrison consists of a
noble (the castellan), four veterans (officers), and forty guards loyal to the merchant princes.

16. Warehouse District

Goods of every type being shipped into or out of Port Nyanzaru are stored in these warehouses.
Canals are cut between the rows of warehouses, allowing ships to be towed by harnessed
dinosaurs directly to the desired warehouse for easier loading and unloading. A large ship can
easily block a canal, so good traffic management is required; that’s one of the harbormaster’s
responsibilities. Like any warehouse district, this one is largely deserted at night, making it a
good spot for secret meetings and other mischief.
17. Dry Dock

Port Nyanzaru isn’t famous for building ships, but many vessels that come here wind up needing
hull repairs — especially those that had run-ins with typhoons, pirates, or Aremag the dragon
turtle (see “Bay of Chult”). It’s easy work for dinosaurs to drag ships out of the water into the
drydock so holes can be patched and barnacles scraped off.

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