
Category | Bays |
Continent | Brucrumus |
Region | Miradelgûn |
Map | Halmarth |
East of Drenvun and north of the Sands of Hell is a bay named Hullbreaker. In the Dawn Era it got its name for its deadly reefs, broken hulks, eddying currents, and other navigational hazards. Many are natural, many are not. For the latter, there are thousands of them, the remnants of the Creation War (1486 DE - 8777 DE) built to protect the bay's coastal settlements. Built by the primordials, some of these are massive blocky structures, looming over the waters below them. Built of tusk coral, they have survived the ages, impervious to weather and all but the most powerful of magics. Enormous water obstacles, they once kept Covenant ships from entering the bay in support of a war against storm giants and other minions serving the primordial lord Kurrolath.
Today, most of the bay's ancient ruins are overgrown with plants and trees, lairs of birds, pirates, harpies, and host of others. In the southern part of the bay, near Khimilêth, the only civilized city in the area for hundreds of miles, these ancient structures serve as fishing villages, palatial estates, or those managed by Khimilêth's navy.
The bay is fed by the mighty Rute River, the Hydra delta, the red waters of Larildrium, and the streams draining downs from the Itinyas Hills.
Dangerous to navigate, mistakes usually end up with a ship being holed or sinking. This is often blamed on the design of the primordial edifices, channeling the currents and seemingly drawing a ship to it and down ridges where it often impossible to escape. To avoid such problems, most ships take on one of the many pilots billeted at Sinnauma. In the more dangerous routes north, they use guidelines, sometimes towing ships through areas by way of barges, constructs or with the help of sea giants.