South Blue

Region: One of the Four Blues | Type: Ocean Region | Climate: Varies by island Population: Millions (across countless islands) | Notable Feature: Pirate Activity

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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

  1. Fishing: Major industry across South Blue
  2. Agriculture: Tropical fruits, grains, livestock
  3. Shipbuilding: Both legal and pirate vessels
  4. Trade Goods: Textiles, spices, tools

Pirate Economy

  1. Raiding: Merchant ships, coastal towns
  2. Smuggling: Contraband, weapons, forbidden goods
  3. Ransoms: Kidnapped nobles and merchants
  4. 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


location ocean four-blues pirates south-blue

Last Updated: 2025-11-03