|Lokzii Ven||427 miles||Rath Vun|
|Rath Vun||580 miles||Sea Breach|
|Sea Breach||3,002 miles||Níngoth|
|Built||1 Lunar 2185 DE|
|Map||varies by feature|
The Sea Tunnel was created in the Dawn Era by Sathel. With the help of an artifact of creation, the Baton of Sathel, an extra-dimensional canal was built, linking two distant oceans on the extreme ends of the Brucrumus mainland. It served to move Covenant armies quickly against the primordials besieging Bal-Kriav in the Creation War.
The main entry point to the Sea Tunnel is in the southeast at the whirlpool Lokzii Ven. The exit point is a reverse whirlpool, thousands of miles away at Níngoth. Along its southeast to northwest flow, there are a number of access points. The Rath Vun acts like a water spout, drawing those that run into it, or finding it opening beneath them, upwards where they find themselves on the mixing waters of a lake called the Angels Wound. In sector Celedhrel, there is the Sea Breach. This is a sheer rift that that plunges 1500' into the Sea Tunnel. The only way to get down to the fast flowing sea below is by flying or jumping down into it; a fall which would kill most creatures.
One can stand on the edge of the Sea Breach for days and see nothing but flowing water. Sometimes you are harassed by harpies and wyverns, but if you are lucky you may be amazed, and perhaps befuddled, when you see a ship sailing north by west along the Sea Tunnel.
- Phoslomor, excerpt from the book "Phoslomor's Survey of Midrêth, Ch. 3-2"
In 1209 HE, the Mir'piamauza exploratory ship Trielasog entered Lokzii Ven. From this whirlpool, they were taken along the Sea Tunnel for 900 miles. Journeys along the Sea Tunnel are random in duration, theirs at 900 miles in but an hour was a quick one. The Trielasog's rapid voyage came to an end when they got too close to a great water funnel, the Rath Vun, whereupon they were drawn in then pushed upwards through the wispy area between realms, ending on the surface of the Angels Wound.
Sometime in the First Epoch, the Sea Tunnel still unknown to most, changed direction. In 344, a ship full of Mezrack settlers, hailing from the mystical isle of Arcana, passed into Níngoth. Travelling a southeastern course, their journey of 3,000 miles took 3 months. It was far longer than what they had planned, water and food was tight. If it were not for their priests and others skilled in the magical arts, they would have perished for want of food and water. After leaving the Sea Tunnel at the whirlpool exit point Lokzii Ven, they sailed north into Klo'nah Lomok where they established the settlement Ilbaragûn.
In 1078, a fleet of merchant ships left Vorangrith for Nápoldë. While crossing the southeastern waters of Edhelviel, they encountered a tropical storm sending ten vessels into the storm wracked isles of Azrinn'nûr; presumed lost. The ships found themselves drawn into a whirlpool, then taken along the Sea Tunnel. Their journey's duration was different for each ship, yet all ended up off the coasts of Enkii Jusk. After emerging from Lokzii Ven they head south then east along the coasts, their journey ending at the ancient Mir'piamauza ruin Tyk-Culten.
At first glance it appeared to be nearly a half-mile in diameter. The Zimantîn approached the anomaly and was caught in a whirlpool twice the size of what it appeared.
We were drawn into the vortex. The transition was a safe one. We were now on a sea, passing along a tunnel with edges shadowy and strange, as if passing along a tunnel of stability cutting through a sea of entropy.
Our journey was not without peril, several rogue waves, appearing out of nowhere swept the decks. Our speed was such that we could not stop. We were also attacked by a dragon turtle and a band of harpies near the Sea Breach. We passed several water funnels, each spiraling upward.
Three days later, the Zimantîn was pulled upwards by a reverse flowing whirlpool. We are 3,000 miles from where we started, on the other side of Brucrumus. The trade implications of this Sea Tunnel are unfathomable.
- Xerseen Zleek-Farr, Captain of the Zimantîn - "Ships Log"
Today, The Sea Tunnel is one of Midrêth's major sea lanes. A ship can go from the coasts of Enkii Jusk to Azrinn'nûr in a fraction of the time it would take with the circuitous route around Brucrumus. The many entry point to the Sea Tunnel is the whirlpool Lokzii Ven, off the eastern coasts of the Aerie of Dragons, while the main exit point is 3,000 miles to the northwest at Níngoth.
The Sea Tunnel is best described as an extra dimensional passage. Those traveling along the Sea Tunnel frequently have dreams of the past and glimpses of possible futures.
It can take 3-5 days, or up to three months for a ship to go the length of the Sea Tunnel. The time to travel is random for every ship, or anything swimming it. Depending on the journey's duration, speed can hinger movement, reversing course is impossible, maneuver is by sail and rudder.
The Tube is the area of the Sea Tunnel where water flows, winds blow, ships move, and fish swim along. The Tube is several hundred feet in diameter, entirely made of seawater, and dimly lit by a eerie turquoise bio-luminance. It is 3,002 miles long from entry to exit. Ships that leave the Sea Tunnel's edges are taken to a seemingly endless ocean where they are lost for weeks and even months; eventually they are pulled back to the Sea Tunnel.
In 1624, the Eracoy, a ship of our pirate fleet, either from loss of crew to competently guide her, or perhaps out of boldness, steered to the edge. We waited a week in the isles of Azrinn'nûr. The Eracoy never surfaced at Níngoth. Let this be a warning mariners, the tunnel's edge leads to the belly of Chaos.
- Singad-Sin, of the Pirate Lords, ship's log - "Loss of the Eracoy"