The Green Sea Geographic Location in Nauvitalia | World Anvil
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The Green Sea

"The emerald waters churn lightly, forming the peaks of green waves which gently rock the ship. A school of fish are visible in the waters, and tropical birds flit their wings above us, swooping and cawing at the arrival of a new ship. The shores of our destination are visible in the distance. The sand is pure white, the trees luscious, and the sky clear. It would be a dream to live here forever."
-Journal of Captain Rose
 

Intro

The Green Sea is the beautiful home of pirates and other outcasts, free from the long arm of the law. The sea is home to an eclectic collection of islands, most of which hold strange and wonderous inhabitants - though not all of them are safe. The sea is also home to two of the most important islands of all Six Seas, Port Rose, the world's biggest settlement of pirates, and Flint Hold, the headquarters of The Flint Guild.  

Geography

The Green Sea takes up the southwestern corner of the Six Seas, forming a shape resembling an oval. The Green Sea is the second smallest of the Six Seas but is still incredibly island dense. Most of these islands are jungles or beaches, with a number of rocky islands thrown in among the rest. The climate is very tropical since the equator actually passes through the southern section of this sea.  

Inhabitants of the Green Sea

Pirates
Pirates are the main inhabitants of this sea. There are a few openly piratical settlements and many more small islands privately owned and inhabited by pirates. The sea is a perfect refuge for all folks pirate, who are free to openly fly their flags without worry.
The Flint Guild
The Flint Guild is headquartered in the Green Sea and has operations in every major pirate settlement. While this is not the sea with the largest operations from the guild (that would be either The Wild Sea or The Traders' Sea), they still have a significant presence - and a far more open one.
Order of the Old Legends
The Green Sea is the lifeblood of the Order. This is where many of the legendary stories come from, so members flock eagerly to the sea. A number of Order owned operations are based here, both in pirate ports and on separate islands.
Foreign Navies
The Regal Timberwelk Navy avoids the region, preferring not to stir up trouble where it's not needed. The Harpsbilgian Royal Navy, on the other hand, is trying desperately to get a strong foothold on the ocean. Thus far, they have supposedly taken over an island supposedly inhabited by a pair of griffins and their offspring.
Monsterous Locals
The Green Sea, like most other seas, is home to a number of monsters. About half of these monsters are aggressive as a principal, intelligent or otherwise. The other half are at least approachable, if not without a degree of danger to them. Pirates from Port Rose try to keep friendly relations with such monsters, to varying success.  

Key Locations

Port Rose
The home to every pirate and misfit, Port Rose is a bustling libertine city. The rules are simple: if you steal or kill be prepared to see the consequences if you're caught. The city is a haven for anybody looking for a place to stay and is filled to the brim with a mix of outcasts, starry-eyed fortune seekers, and modern legends.
Port William
The worse competitor to Port Rose, Port William is a hard-edged slum, where the more aggressive and murder-y pirates go. Most inhabitants of Port William are of the strong belief that every pirate in Port Rose has gone soft - possibly because the majority of them have been exiled from Port Rose for committing crimes against their fellow pirates.
Flint Hold
The headquarters of the Flint Guild, Flint Hold is a castle strictly barred from public access. It is the home to the mysterious head of the guild and is so heavily guarded that even Harpsbilge would have difficulty penetrating its defences.
Included Locations

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