Other languages include Calishite Alzhedo, (the main language of Calimshan), Shaartan (the main language of the Shaar), and Tabaxi (the main language of Chult).
Note that halflings don't have their own language, but use the human language of their home region.
pp = dragons
(click to enlarge)
Chult:
Located at the westernmost end of the Chultan peninsula, Chult is
a mountainous jungle of savage beasts, hulking dinosaurs, and disease-
ridden swamps. Reclusive human tribes, fierce goblins, and
strange monstrous folk haunt this dangerous land. Nevertheless,
Chult draws adventurers who search for its legendary riches.
Faith in the many aspects of the deity Ubtao holds dominion in
this land.
The humans of Chult live in small tribal villages of ten to fifteen
family units, moving yearly when the poor soil becomes depleted.
They use weapons that don’t require much metal, such as handaxes,
bows, clubs, halfspears, bolas, knives, and shortspears. Iron and steel
are too rare for the Chultans to produce metal armor in any quantity,
so their warriors wear hide breastplates and carry large, oval-shaped
hide shields.
Tribal custom restricts the practice of sorcery and wizardry
among the rural clans, although people with an aptitude for magic
are as common in Chult as they are anywhere else. Only one wielder
of arcane magic is permitted to practice his or her craft in any
given clan or village. These sorcerers and wizards participate in
hunting ceremonies and brew potions to aid the warriors. Renegade
mages hide in the jungle and study magic in secret, or abandon their
home villages to travel to the college in Mezro.
The Chultans distrust power and wealth, preferring to live simply
and trading excess valuables for useful goods.
Tashalar:
More civilized than Chult and more friendly than Calimshan,
Tashalar is an exotic land of strange food, beautiful people, and
great wealth. The skilled craftsfolk make excellent crossbows and
fast ships. The accomplished hunters keep trophies of their most
dangerous kills. The people of Tashalar live on the strip of friendly
coastline along the southern Shining Sea, avoiding the Black Jungles
and entering the Hazuk Mountains only occasionally to mine for
gold and iron.
Tashaluan grapes are so perfect that even the worst vineyard produces wines worth a hundred gold pieces in Waterdeep. Overshadowing
this wealth and splendor are the Rundeen consortium that puts a
chokehold on trade and the evil yuan-ti that haunt the jungles.
Because of their woes with the yuan-ti, snakes of all kinds are particularly hated and feared in the Tashalar.
The Tashalar:
Although many use the term “the Tashalar” to broadly refer to
the Tashtan Coast, which stretches from Narubel to Sheirtalar,
in truth it refers only to the Tashalar Basin, which is encircled
by the peaks of the Hazur Mountains. The Tashalar is a verdant
coastal area full of bountiful vineyards, gardens, and groves of
olive trees. Tashalaran harvests are shipped north to ports in
Calimshan and along the Lake of Steam, and from there to the
rest of Faerûn. Tashalaran grapes are so perfect that even the
worst vineyard of the region produces wines worth 100 gp or
more in Waterdeep.
Tashalarans are famed for their skilled craftsmanship, hunting
prowess, shipbuilding, exotic spicy cuisine, and winemaking,
and they have adopted much of the high culture of Calimshan
over the years. Tashlutans (as inhabitants of the capitol city are
known) are warm and welcoming to strangers, and many speak
foreign tongues. Attitudes quickly change in the smaller settlements
of the countryside, however.
Most of the Chultans, lizardfolk, and Shaarans living in
the Tashalar are slaves purchased in foreign markets. But
slaves comprise only a small percentage of the total population,
despite the willingness of Tashalaran merchants to traffic
in sentient lives. Most Tashalaran commoners labor in the
fields, groves, or vineyards, although some work as sailors, shipwrights,
sailmakers and provisioners. The wealthy merchant
families dwell in ostentatious palaces, dividing their time
between their country estates (most of which include a hamlet
just outside the villa walls) and the elite districts of Tashluta.
Hunting is a popular sport among the merchant nobility, and
the bravest hunters seek out the deadly denizens of the Black
Jungles (albeit in the tamer reaches north of the Tashan Gap)
as trophies. The merchants of the Tashalar defend their country with a
fleet of fast ships.
The larger towns of Tashalar (small city-states, really) are home to wealthy and ostentatious merchant families. The “princes” of these families control the merchant consortiums that rule the country. Those common folk who don’t make their living in the fields, groves, or vineyards work as sailors, shipwrights, sail makers, and provisionary.
Hunting is a popular sport, with the bravest hunters seeking out the deadly denizens of the jungle. Spicy food and strong wine are the typical dining fare. The folk of Tashalar obsess over the future, and every adult owns at least one set of cards or plaques used for personal divinations. (Wealthier folk own ones made of silver or ivory.) The people see the hand of Savras the All-Seeing in their daily card readings, numerology, and astrology.
Tashluta (Large city, 15,650):
The City of Slithering Vines
lies in the center of the Tashtan Coast, right in the middle of
the Tashalar Basin. Built on the inner slopes of a flooded caldera
that serves as the city’s harbor, Tashluta is a natural port,
a wealthy mercantile city, and the capitol of the Tashalar. The
Stormwall, a thin, curving island, protects the harbor from the
storms of the Shining Sea. Stormwall Keep runs the length of
the island’s ridge, protecting the harbor against pirate raids and
naval assaults.
(click to enlarge)
Tashluta’s skyline is dominated by sprawling edifices along
the ridges of the ancient caldera. To the west lies the temple of
Talona known as House of Night’s Embrace, and to the east lies
the House of the All-Seeing Orb, a temple to Savras. Along the
southern ridgeline stand the mansions of Tashluta’s mercantile
elite, and below these are the smaller homes of Tashluta’s middle
and lower classes. In general, proximity to the harbor is regarded
as a mark of low status.
The capitol of the Tashalar is the common port for visitors
to the Chultan Peninsula because only here do the locals learn
many foreign tongues. Tashlutans enjoy playing jokes—usually
involving incredibly spicy food—on foreigners. Because the
populace is ever fearful of encroachment by the yuan-ti, snakes
of any sort and most other reptiles are immediately killed.
The most prominent deities in Tashluta
include Talona and Savras. Lesser faiths
include Anachtyr, a southern
aspect of Tyr, Lathander, Shaundakul, Tempus, Umberlee, and Waukeen. Hidden cults venerate
Myrkul, Shar, and Velsharoon.
House of Night’s Embrace (Talona): This fortified temple-palace
towers over the rest of Tashluta from its position on the western
ridge of the city’s caldera. The House of Night’s Embrace
is currently the Lady of Poison’s preeminent temple in Faerûn.
House of the All-Seeing Orb (Savras): This sprawling
complex is administered by the Farseer, arguably
the most powerful diviner in Faerûn after Zalathorm,
the Wizard-King of Halruaa. Home to more than a thousand
scholars, the temple houses the College of Divination, the Celestial
Observatory, and the Library of Ultimate Truth. Many
of the scrying devices used in Faerûn and quite a few of the
newer arcane divination spells were constructed or researched
at this temple.
The Pirate Isles:
This large chain of
isles north of the jungles of Chult can't
help but be a threat. The fanatical
raiders who call these islands home
can be found roving all over the
Trackless Sea and the Shining Sea. Their
isles encompass a series of rapacious
civilizations that the early Explorer-Kings
dubbed the Nelanther Isles. Piracy is only the
beginning of the vices found here.
Degenerate descendents of orcs, minotaurs, lizardfolk, ogres, and a few
more exotic races call these lands
home. Rumors abound of debauched
ports containing enslaved populations,
vile cults, dark magic, and
much worse. Fiend worshiping is
almost a certainty. Little to nothing
is known about their leaders or their
ultimate goals (if any), but the dread
and dismay they create in the region
is palpable. Of all the pirate gangs,
none is more feared than the Crimson
Fleet, who sail from the hidden
port of Skaug.