South Blue
Region: One of the Four Blues | Type: Ocean Region | Climate: Varies by island Population: Millions (across countless islands) | Notable Feature: Pirate Activity
Overview
South Blue is one of the Four Blues—the four major oceans that divide the world outside the Grand Line. Known for its vibrant pirate culture, diverse islands, and strategic importance, South Blue has produced some of the most notorious pirates and fearsome crews in history. The region is home to Flynn and serves as the base of operations for the Seafoam Scrappers, the pirate crew that rescued him from the Calm Belt.
Current Status: Active pirate stronghold, contested by Marine presence
Geography & Features
Physical Layout
- Boundaries:
- North: Red Line (impassable barrier)
- East: Calm Belt (separates from East Blue)
- West: Calm Belt (separates from West Blue)
- South: Red Line
- Islands: Hundreds of inhabited islands, thousands of uninhabited
- Climate Zones: Tropical, temperate, and arctic islands
- Sea Conditions: Generally navigable, frequent storms
Major Regions
Pirate Havens (Western South Blue):
- Lawless islands controlled by pirate crews
- Minimal Marine presence
- Black markets and smuggling hubs
- Flynn’s likely childhood area
Marine Strongholds (Eastern South Blue):
- Fortified Marine bases
- Government-aligned islands
- Trade routes protected by Navy
- Regular patrols and bounty hunters
Neutral Territories (Central):
- Independent islands
- Merchant republics
- Mixed populations (pirates, civilians, Marines)
- Contested control
Notable Islands
Pirate Haven Islands
Rum Runner’s Cove (Unofficial Name)
- Type: Pirate port town
- Population: ~5,000 (transient)
- Features:
- Taverns and brothels
- Ship repair facilities (no questions asked)
- Black market for stolen goods
- Bounty board (pirate contracts)
- Control: Rotating pirate crews (whoever’s strongest)
Coral Key Archipelago
- Type: Island chain (10+ small islands)
- Features:
- Natural harbors (hidden from Marine patrols)
- Smuggling routes
- Shipwright communities
- Significance: Seafoam Scrappers territory
Wrecker’s Reef
- Type: Dangerous reef system with small inhabited island
- Features:
- Ship graveyard (wrecks from storms)
- Salvage operations
- Pirate ambush point
- Hazard: Treacherous navigation, frequent Marine encounters
Marine-Controlled Islands
Fort Steadfast
- Type: Major Marine base
- Population: ~10,000 (Marines and civilians)
- Features:
- Naval shipyard
- Prison facilities
- Training grounds
- Significance: South Blue Marine headquarters
Justice’s Landing
- Type: Government-aligned city
- Population: ~50,000
- Features:
- Courthouse and legal system
- Marine outpost
- Bounty hunter guild
- Economy: Trade, fishing, shipbuilding
Notable Mentions
Flynn’s Home Island (Specific Name Unknown)
- Type: Unknown (pirate-friendly or neutral)
- Features: Unknown (Flynn’s backstory underdeveloped)
- Significance: Where Flynn grew up, likely where he began pirate career
Culture & Society
Pirate Culture
Philosophy:
- Freedom: Value independence above all
- Crew Loyalty: Bonds forged through shared danger
- Adventure: Seek treasure, glory, and excitement
- Code: Vary by crew (some honorable, some ruthless)
Common Crews:
- Seafoam Scrappers: Flynn’s affiliated crew (rescuers)
- Rum Runners: Smuggling specialists
- Coral Reavers: Archipelago-based raiders
- Wrecker’s Guild: Salvage and ambush experts
Pirate Traditions:
- First Bounty Celebration: Rite of passage (you’re “real” pirate now)
- Crew Oath: Swear loyalty to captain and crew
- Jolly Roger: Each crew designs unique flag
- Sea Shanties: Songs define crew identity
Civilian Life
Honest Folk:
- Fishing villages
- Agricultural islands
- Merchant towns
- Attempt to avoid pirate/Marine conflicts
Survival Strategies:
- Pay “protection” to local pirates
- Hide valuables when crews arrive
- Maintain neutrality (serve whoever pays)
- Send children to sea for better life
Marine Presence
Mission:
- Suppress piracy in South Blue
- Protect trade routes
- Capture wanted criminals
- Establish World Government control
Challenges:
- Outnumbered by pirates in western regions
- Corruption (some Marines bribed by pirates)
- Difficult terrain (island chains, reefs)
- Local populations often sympathize with pirates
Economy & Trade
Legal Economy
- Fishing: Major industry across South Blue
- Agriculture: Tropical fruits, grains, livestock
- Shipbuilding: Both legal and pirate vessels
- Trade Goods: Textiles, spices, tools
Pirate Economy
- Raiding: Merchant ships, coastal towns
- Smuggling: Contraband, weapons, forbidden goods
- Ransoms: Kidnapped nobles and merchants
- Salvage: Wrecked ships and treasure
Major Exports
- Fish and Seafood: Exported to other Blues and Grand Line
- Tropical Goods: Fruits, spices, exotic materials
- Ships: Renowned South Blue shipwrights
- Pirates: Many crews depart for Grand Line
Major Imports
- Weapons: Firearms, cannons, swords (for pirates)
- Luxury Goods: For wealthy merchants and pirate captains
- Construction Materials: Timber, metal for ship repair
Government & Politics
World Government Control
- Official Authority: World Government claims sovereignty
- Reality: Limited control in western South Blue
- Marine Bases: ~10 major bases, ~50 outposts
- Taxation: Collected on government-aligned islands
Independent Islands
- Self-Governance: Many islands rule themselves
- Pirate Alliances: Some islands under pirate protection
- Neutral Stance: Avoid choosing sides (Marines vs. pirates)
Pirate “Governance”
- Crew Territories: Strongest crews claim island chains
- Protection Rackets: Demand payment from civilians
- Pirate Councils: Rare gatherings to settle disputes
- Anarchy: Most pirate havens have no formal government
History
Early History (500+ years ago)
- South Blue explored and settled
- Fishing villages established
- Trade routes developed
Golden Age of Piracy (200 years ago)
- Pirate King’s era inspires surge in piracy
- South Blue becomes major pirate recruitment ground
- Famous pirates originate from region
Marine Crackdown (100 years ago)
- World Government establishes Fort Steadfast
- Anti-piracy campaigns intensify
- Western South Blue remains contested
Modern Era (Present)
- Uneasy balance between Marines and pirates
- Regular skirmishes and raids
- South Blue continues producing notorious crews
Recent Events
- Flynn’s Botched Raid: Flynn participates in raid that goes wrong
- Calm Belt Rescue: Flynn falls/blown into Calm Belt during escape
- Ragged Crew Saves Flynn: Ragged Crew fishes him out
- Flynn’s Bounty: 2,500,000 berries issued for Flynn’s capture
- Flynn Departs: Leaves South Blue for Grand Line (current crew/party)
Connections
Characters
- Flynn - Native of South Blue, former pirate raider, rescued from Calm Belt
- Ragged Crew - Independent sailors/pirates who saved Flynn
- Numerous Pirates: Flynn likely knows other South Blue crews
Factions
- Seafoam Scrappers - Flynn’s affiliated pirate crew
- Marines (South Blue Division) - Law enforcement, Flynn’s pursuers
- Bounty Hunters: Track wanted pirates like Flynn
Other Locations
- Calm Belt: Where Flynn was rescued (borders South Blue)
- Grand Line: Destination for ambitious pirates
- Other Blues: Connected via circumnavigation or Reverse Mountain
Adventures & Hooks
Active Quests
- Flynn’s Life Debt: Repay Ragged Crew for rescue
- Bounty Management: Deal with 2,500,000 berry bounty
- Recruit Crew: Flynn may seek to recruit from South Blue contacts
- Settle Old Scores: Unfinished business from botched raid?
Potential Adventures
- Return to South Blue: Flynn leads party back to homeland
- Ragged Crew Reunion: Find and assist rescuers
- Pirate Haven Visit: Rest and resupply at lawless port
- Marine Ambush: Bounty hunters track Flynn
- Crew Recruitment: Visit former allies, recruit for party
- Botched Raid Fallout: Face consequences of failed operation
- Revenge Plot: Someone from Flynn’s past seeks vengeance
Resources for Players
- Flynn’s Contacts: Knows pirates, smugglers, tavern keepers
- Ship’s Passage (Flynn): Can secure passage by swapping labor or performing
- Black Market Access: Find illegal goods and services
- Safe Havens: Know which islands are pirate-friendly
Secrets & Mysteries
Flynn’s Past
- Home Island: Specific location unknown
- Family: Does Flynn have living relatives?
- Early Career: How did Flynn become pirate?
- Botched Raid: What was the target? Who else was involved?
- Bounty Details: What exactly did Flynn do to earn 2,500,000 berries?
Seafoam Scrappers
- Crew Composition: Who leads? How many members?
- Current Status: Still active? Do they seek Flynn?
- Relationship: Is Flynn welcome back? Considered traitor?
- Activities: What are they doing now?
Ragged Crew
- Identity: Who are they? Why were they in Calm Belt?
- Motivation: Why did they rescue Flynn?
- Location: Where are they now?
- Favor Owed: Will they call in Flynn’s life debt?
Hidden Islands
- Uncharted Territories: South Blue has unexplored regions
- Treasure Islands: Legendary pirate caches
- Lost Civilizations: Ancient ruins on isolated islands
- Secret Marine Facilities: Black sites for experiments?
Dangers & Threats
Natural Hazards
- Storms: Frequent and violent
- Reefs: Treacherous navigation near island chains
- Sea Beasts: Not as dangerous as Calm Belt, but present
- Pirates: Constant threat to merchant vessels
Marine Presence
- Patrols: Regular naval ships on trade routes
- Bounty Hunters: Track wanted pirates
- Ambushes: Marines set traps at known pirate havens
- Blockades: Occasional attempts to starve out pirate islands
Pirate Conflicts
- Crew Rivalries: Territorial disputes common
- Betrayals: Pirates are not always honorable
- Power Struggles: Strongest crew rules, challenges frequent
- Recruitment Violence: Some crews force-recruit
Travel & Access
Arriving at South Blue
From Grand Line:
- Reverse Mountain: Cross from Grand Line (difficult)
- Calm Belt: Extremely dangerous (Flynn was rescued from here)
- Circumnavigation: Sail around Red Line (very long journey)
Within South Blue:
- Sailing: Primary method (ship required)
- Island Hopping: Travel between islands via merchant or pirate vessels
- Navigation: Log Pose or traditional compasses work in Blues
Trade Routes
- Eastern Route: Marine-protected, safer for merchants
- Western Route: Pirate-infested, dangerous but faster
- Central Route: Balanced risk, most traffic
- Smuggling Lanes: Hidden routes known to pirates
Current Status & Developments
Threat Level: High (pirate activity, Marine presence, constant conflict)
Recent Changes:
- Flynn’s departure removes one active pirate from region
- Ragged Crew’s rescue mission leaves questions
- Potential power vacuum if Seafoam Scrappers weakened by Flynn’s botched raid
Future Outlook:
- Party may return to South Blue (Flynn’s contacts, resources)
- Marines may pursue Flynn more aggressively
- Ragged Crew may call in life debt
- Unfinished business from Flynn’s past could resurface
Related Pages
- Flynn (Native)
- Ragged Crew (Flynn’s Rescuers)
- Seafoam Scrappers (Flynn’s Affiliated Crew)
- World Atlas
- Campaign Home
location ocean four-blues pirates south-blue
Last Updated: 2025-11-03