"Now beached, we have no choice but to forage into the jungles in search of food and a way to free the ship. The air is humid and bugs constantly buzz in our ears. The cry of an unknown bird pierces the air every once and a while. The men in front of me cut down vines and foliage to clear the way through this untamed corner of the world. I see a colourful flower and, reaching down to pick it, am stopped by one of my crewmates, who tells me the flower is poisonous to the touch. It seems in this jungle, even the most innocent things can kill."
-Journal of Captain Rose
Intro
Home to beast and
Bodari, The Wild Sea is the most natural among the Six Seas, though it still remains as packed full of oddities as the rest of them. The Wild Sea is largely unclaimed, so hosts of people from all across the Seas have their eyes on making their fortunes there or claiming an island or two for themselves.
Though none of the Six Seas are truly safe, The Wild Sea is arguably the second safest to sail, just behind
The Traders' Sea. Exploring islands, however, is a far more dangerous endeavour.
Geography
The largest of The Six Seas, The Wild Sea spans from the southwest, in between
The Green Sea and the Traders' Sea, and extends north, veering west to avoid
The Dread Sea then rounding a corner and continuing east across the entire northern section of the Seas. Predominately, the islands are jungles and a few beaches, but due to the sea's size, there is a larger variety of islands than on the other seas. The sea has a tropical climate in every area but Yuel's Graveyard, which drops to freezing cold for supernatural reasons.
Inhabitants of the Wild Sea
Bodari
The Wild Sea is the primary stomping down of the native bodari, who have tribes on many islands both large and small. While some tribes maintain friendly relations with sailors, the rest would prefer that they and their islands be left well alone.
Sailors
The Wild Sea is the single most sailed sea by all but merchants. It is perfect for treasure hunters, pirates, businesspeople, and anything in between. However, the presence of sailors is mostly felt on the sea, not on the islands.
Both Harpsbilge & Timberwelsh have their eyes on expanding their spheres of influence on the sea. They attempt to keep strong naval presences but are often forced to withdraw out of fear that bodari will cast another of
The Curses of the Six Seas.
Flint Guild
The Flint Guild has a number of half-secret operations on The Wild Sea, as well as a supposedly larger amount of actually secret operations. They supposedly have their fingers in a number of settlements here.
Key Locations
The second-largest isle on the seas, sacred to the bodari, Barkolkatha has a single trading village for outsiders, and the rest of the island is hostile toward outside influence. Some of the most powerful bodari shamans supposedly live here.
The last living remnant of what
Sin Oro used to be before the government was overthrown, Libertalia has doors open wide to everybody but Harps - pirates included.
A lovely resort town managed by Timberwelsh, Port Evergreen is perhaps the most peaceful place on the Seas.
Port Cymbal is a Harpsbilge-owned settlement which caters to whalers from The Whaler's Bule. It is also the home to some of the best seafood on the Seas.
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