The Bay of Chult is a large body of water on the northern coast of Chult, serving as the primary maritime gateway to the region’s interior and the approach to Port Nyanzaru, Chult’s only functioning city.
Geography and Access
The bay extends along the northern coast of the peninsula, bordered by the Bay of Chult to Refuge Bay. This coastline offers the safest entry points into Chult’s otherwise inhospitable jungle interior. Several major rivers drain into the bay, including the River Soshenstar (flowing from the Aldani Basin) and the River Tiryki, both of which tumble down waterfalls as they descend toward the coast.
The bay features clear waters through which observers can see deep into the depths. The eastern shore includes Kitcher’s Inlet, where the River Olung empties into a shallow bay named after the Cormyrean explorer Ilyber Kitcher.
Maritime Infrastructure
Port Nyanzaru’s harbor sits at the bay’s southern end and can accommodate ships of all sizes. The harbor includes an enclosed eastern portion reserved for the merchant princes’ exclusive use, with the remaining docks available to any vessel. The city’s lighthouse burns constantly atop its tower, using colored smoke signals to communicate with Fort Beluarian and mines along the bay’s coastline. A dry dock facility handles hull repairs for vessels damaged by storms, pirates, or Aremag.
Aremag the Dragon Turtle
The bay’s mouth is dominated by Aremag, an ancient dragon turtle with a blind, milky left eye and a piece of missing shell. Aremag demands tribute from all vessels passing through, extorting varying amounts of treasure based on the perceived wealth of each ship. The dragon turtle speaks Draconic and Aquan.
Tribute Negotiation
When ships approach, Aremag surfaces dramatically, creating massive waves and steam blasts. The creature circles vessels slowly, eventually creating an eddy that rotates ships to match its movement, demonstrating its power to easily sink any vessel. Aremag demands tribute without specifying an amount, requiring passengers to display valuables until satisfied—typically between 100-400 gp (2d4 × 50 gp minimum).
The dragon turtle responds to each offering with “More!” until the minimum is met, then commands “Heave it over!” when satisfied. Attempting to negotiate requires a DC 15 Charisma (Persuasion) check, with the difficulty modified by the offering’s value. Failed negotiations result in threatening steam blasts and tail slaps that knock characters overboard (DC 15 Strength or Dexterity save). Characters who remain in the water for more than 3 rounds face attacks from 1d4 reef sharks that circle the area.
Aremag collects tribute in a hidden underwater lair that has never been discovered. After accepting payment, the dragon turtle submerges, causing violent pitching and rolling until the sea calms.
Maritime Hazards
Beyond Aremag, three named pirate ships prowl the waters around the bay: the Dragonfang, the Emerald Eye, and the Stirge. The harbormaster Zindar (a secret Ytepka Society member) offers bounties of 2,000 gp per captured pirate ship plus 500 gp for each pirate captain.
Travel Options
The Brazen Pegasus, a 60-foot sloop captained by Ortimay Swift and Dark (a rock gnome smuggler), offers passage at 10 gp per day for an entire party. The ship can reach speeds of 10 mph under ideal conditions and easily outruns pirate vessels. Captain Ortimay knows about Aremag and expects passengers to provide the necessary tribute, though she handles navigation through the bay’s dangers competently.