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* ''VideoGame/SidMeiersAlphaCentauri'': The Nautilus Pirates are more or less a faction of old-school Earth {{Pirate}}s that were RecycledInSpace. They start the game with a number of sea-related bonuses, including the technology to build aquatic bases. Their agenda is even listed as "pillage and burn".

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* ''VideoGame/SidMeiersAlphaCentauri'': The Nautilus Pirates are more or less a faction of old-school Earth {{Pirate}}s that were RecycledInSpace.JustForFun/RecycledInSpace. They start the game with a number of sea-related bonuses, including the technology to build aquatic bases. Their agenda is even listed as "pillage and burn".
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''[[caption-width-right:350:[[Music/{{Styx}} Come sail away with meeee!]]]]''
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* The [[https://en.wikipedia.org/wiki/Baiyue Baiyue]] of what is now South China and Northern Vietnam were known for their advanced ships and great naval prowess. One Chinese text summed it up by saying "their boats are their carriages, and their oars are their horses". Unlike most East Asian cultures of the era, they gave their boats and ships names.
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* The Warao people of Venezuela are this by necessity, due to mostly living in river deltas. Comparisons to Venice are not unwarranted. One of the worst things you can say about a Warao man is that he has no canoe.

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* The Warao people of Venezuela are this by necessity, due to mostly living in river deltas. Comparisons to Venice are not unwarranted. [[note]]In fact, the name Venezuela means "little Venice", referencing the stilt houses of indigenous peoples there.[[/note]] One of the worst things you can say about a Warao man is that he has no canoe.
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Often a variant of a WanderingCulture.
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* ''Webcomic/{{Outsider}}'': The Belerid [[SpaceElves Loroi]] of Taben, living on a dwarf, icy continent in an [[SingleBiomePlanet ocean world]] where violent weather made farming difficult and most food was in the sea, developed a proudly maritime culture focused on fishing, whaling, exploration, trade, and piracy. The modern Tenoin caste, which consists of the Loroi forces' spaceship crews and navigators, has its origins on Taben and still maintains training facilities in Beleri.

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* ''Webcomic/{{Outsider}}'': The Belerid [[SpaceElves Loroi]] of Taben, living on a dwarf, icy continent in an [[SingleBiomePlanet ocean world]] where violent weather made makes farming difficult and most food was is in the sea, developed a proudly maritime culture focused on fishing, whaling, exploration, trade, and piracy. The modern Tenoin caste, which consists of the Loroi forces' spaceship crews and navigators, has its origins on Taben and still maintains training facilities in Beleri.

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** Japan subverts this in that, despite being an island nation, it actually was ''not'' very good at shipbuilding and naval warfare for most of its national history; it was simply too far away from everyone else in the world to make it worthwhile, most of the seafood was close to shore, and the islands weren't far enough away from one another to demand significant navigational skills to reach. The one conspicuous time that the Japanese ''did'' invade mainland Asia, in the 1590s, they were crushed at sea by the Koreans... who ironically did fit this trope at the time. Double subverted in that after industrialization and modernization, the Japanese did rapidly become one of the top and most feared naval powers on Earth.

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** Japan subverts this in that, despite being an island nation, it actually was ''not'' very good at shipbuilding and naval warfare for most of its national history; it was simply too far away from everyone else in the world to make it worthwhile, most of the seafood was close to shore, and the islands weren't far enough away from one another to demand significant navigational skills to reach. The one conspicuous time that the Japanese ''did'' invade mainland Asia, in the 1590s, they were crushed at sea by the Koreans... who ironically did fit this trope at the time. Double subverted in that after their industrialization and modernization, the Japanese did rapidly become one of the top and most feared naval powers on Earth.



%%** The Dutch, particularly during their 17th century Golden Age.
%%** The Spanish.

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%%** ** The Dutch, particularly during Dutch have long been this by necessity, due to maritime trade being a traditional cornerstone of their 17th century economy. This was only encouraged by the growth of [[https://en.wikipedia.org/wiki/Dutch_Empire their colonial empire]], especially due to the nature of most of their overseas holdings; while there were notable exceptions, the majority of the Dutch colonial possessions were underdeveloped, isolated trading centers that were very dependent on the host nation. During their [[https://en.wikipedia.org/wiki/Dutch_Golden_Age Golden Age.
Age]], they were the foremost maritime power in the world, whose ships held control over the world's seas.
** Portugal has the oldest continuously-serving navy in the world. During the Age of Discovery, the Portuguese played a key role, both in their development of more advanced ships and their famed explorations of the globe aboard those ships.
** The Spanish are known for their proud naval tradition. Their navy was responsible for many historical achievements in navigation, such as Columbus' discovery of the Americas and the first circumnavigation of the world by Magellan and Elcano. For several centuries, it was one of the most powerful maritime forces in the world, playing a crucial role in the expansion and consolidation of the Spanish Empire and defending a vast trade network. Even after Spain lost most of its empire and had to downsize its navy, it was still a major innovator when it came to maritime technology. Spain built and operated one of the first military submarines, made important contributions to the development of destroyers, and was the first country to circumnavigate the Earth in an ironclad vessel. Today, the Spanish Navy is one of the only nine naval forces on the planet capable of projecting an important level of force in their own hemisphere.
%%** The Spanish.Pre-modern Korea.



%%** Pre-modern Korea.
%%** The Portuguese.


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* Multiple ethnic groups have been dubbed "[[https://en.wikipedia.org/wiki/Sea_Gypsies Sea Gypsies]]" or "Sea Nomads" for spending much of their lives roaming the waters:
** Some groups among Sama-Bajau of Maritime Southeast Asia, known as the Sama Dilaut or "ocean Sama", traditionally live almost exclusively on houseboats, sustaining themselves through trade and living off the sea. Thousands of years of free-diving have endowed them with special genetic adaptations to facilitate their lifestyle, such as larger spleens that store more haemoglobin-rich blood (enabling them to hold their breath longer).
** The Moken, native to the Mergui Archipelago, are hunter-gatherers who move from place to place on their boats to avoid overtaxing the areas they live in by staying too long. Their foraging from the sea is thus less impactful on the environment than it otherwise might be. In recent years, they have begun trading with outsiders. Like the Sama-Bajau, they have special adaptations for their maritime lifestyle, most notably eye adaptations that allow them to see underwater.
** The Orang Laut of the Riau Islands have long been employed by various Malaysian and Indonesian polities to patrol the seas claimed by their employers, fight off pirates, and escort traders; in exchange, their leaders were granted prestigious titles and gifts, while the people as a whole received access to goods and services they would otherwise have had difficulty obtaining. They were uniquely able to do this due to their maritime expertise.
** The Tanka, also known as the "boat people", are an ethnic group in Southern China who traditionally live on junks. So associated are they with the oceans and rivers that some ancient Chinese sources claimed they were descended from water snakes and could hold their breath for three days.
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[[folder:Web Original]]
* ''WebOriginal/{{Serina}}'': [[https://sites.google.com/site/worldofserina/the-ultimocene-250-million-years/thalassic-gravedigger The thalassic gravediggers]] are descendants of the social gravediggers that became a nomadic seafaring people after being forced into the equatorial seaway by the glaciation of the continents, and which adapted to living on boats and rafts crafted from ocean plants. Due to their having lived on the open ocean for three million years, they're a wholly distinct species from their terrestrial forebears and developed physical adaptations to better live on the sea like a narrower beak for catching fish and an organ in their nose that filters salt from their blood so they can safely drink seawater. It's also stated that they typically don't destroy the island ecosystems they come across like ancient humans due to them not settling on the islands and actually living on the ocean itself.
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* The United States, following in the example of the British Empire, would grow to be a major merchant and naval power throughout the 19th century. A major driving factor for most examples of the US getting involved in major overseas conflicts throughout its history at least until the outset of the Cold War were disruptions to its overseas trade and merchant marine, examples including the Barbary Wars, Quasi-War with France (extension of the Wars of French Revolution), the War of 1812 (extension of the Napoleonic Wars), World War I, and World War II.

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* The United States, following in the example of the British Empire, would grow to be a major merchant and naval power throughout the 19th century. A major driving factor for most examples of the US getting involved in major overseas conflicts throughout its history at least until the outset of the Cold War were disruptions to its overseas trade and merchant marine, examples including the Barbary Wars, Quasi-War with France (extension of the Wars of French Revolution), the War of 1812 (extension of the Napoleonic Wars), World War I, and World War II. In the modern day, the US Navy is indisputably the most powerful naval force on the globe, replacing the British Royal Navy with its role of keeping international shipping safe (however, regions around East Africa and the South Pacific islands had to deal with RuthlessModernPirates despite this, at least for some time).
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** The Norscans are naturally good at sailing (being the HeavyMetal version of HornyVikings), repeatedly raiding the equivalents of Europe and Canada. [[Literature/{{Wulfrik}} Wulfrik the Wanderer]] even has a flying longship that can go through the Warp and emerge anywhere he wants it to, leading to his moniker of "the Inescapable One".

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** The Norscans are naturally good at sailing (being the HeavyMetal version of HornyVikings), repeatedly raiding the equivalents of Europe and Canada. [[Literature/{{Wulfrik}} Wulfrik the Wanderer]] even has a flying longship that can go through the Warp and emerge anywhere he wants it to, to (and can even tow ships behind it), leading to his moniker of "the Inescapable One".
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* Colonial New England

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* %%* Colonial New EnglandEngland.

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It's common for these groups to be {{Fantasy Counterpart Culture}}s inspired by historical peoples with strong maritime traditions. In particular, the Polynesians and the ancient Norse are common inspirations.

A variant of this trope places the sailors in a freshwater, rather than oceanic, setting. This typically manifests as river nomads, living in houseboats and wandering up and down the branches of large river systems.



* ''Franchise/DragonAge'' has two nations that are almost synonymous with sailing: Antiva and Rivain. Antiva is a coastal nation that operates a huge merchant fleet, while Rivain is located entirely on a huge peninsula and is best known for their sea smugglers and pirates. Sailing is their hat to such a degree that in the [[TabletopGame/DragonAge pen-and-paper adaptation]], "wayfarer" and "merchant" are basically the only [[MultipleChoicePast backgrounds]] available to Antivan and Rivaini [=PCs=], respectively.



* The ''Franchise/DragonAge'' series has two nations that are almost synonymous with sailing: Antiva and Rivain. Antiva is a coastal nation that operates a huge merchant fleet, while Rivain is located entirely on a huge peninsula and is best known for their sea smugglers and pirates. Sailing is their hat to such a degree that in the [[TabletopGame/DragonAge pen-and-paper adaptation]], "wayfarer" and "merchant" are basically the only [[MultipleChoicePast backgrounds]] available to Antivan and Rivaini [=PCs=], respectively.



** The Dutch, particularly during their 17th century Golden Age.
** The Spanish
** The French



** Pre-modern Korea
** The Portuguese
** The medieval Catalans

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** %%** The Dutch, particularly during their 17th century Golden Age.
%%** The Spanish.
%%** The French.
%%**
Pre-modern Korea
**
Korea.
%%**
The Portuguese
**
Portuguese.
%%**
The medieval CatalansCatalans.
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* ''Literature/TheCrocodileGod'': As in real life the ancient Tagalog tribe in the Philippines are seafarers due to their Austronesian heritage, and [[BilingualBonus their own name means "people of the rivers"]]. The sea-god Haik is [[CharacterTitle the title's Crocodile God,]] and the story's {{Mythopoeia}} deems him a folk memory of Paikea the Whale-Rider from New Zealand, bringing this UpToEleven since the Maori are Polynesian. (As the RealLife folder and the page-quote from ''WesternAnimation/{{Moana}}'' notes, Polynesians were ''especially'' good navigators even among Austronesians.) It's revealed later on that Haik's sister is Hina, which also makes him an {{Expy}} of Maui.

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* ''Literature/TheCrocodileGod'': As in real life the ancient Tagalog tribe in the Philippines are seafarers due to their Austronesian heritage, and [[BilingualBonus their own name means "people of the rivers"]]. The sea-god Haik is [[CharacterTitle the title's Crocodile God,]] God]], and the story's {{Mythopoeia}} deems him a folk memory of Paikea the Whale-Rider from New Zealand, bringing this UpToEleven since the Maori are Polynesian. (As the RealLife folder and the page-quote from ''WesternAnimation/{{Moana}}'' notes, Polynesians were ''especially'' good navigators even among Austronesians.) It's revealed later on that Haik's sister is Hina, which also makes him an {{Expy}} of Maui.



** While there are some hedgehog tribes known to sail the rivers of Mossflower, the best inland sailors are the tribes of shrews in logboats. The otters are also all proficient sailors, and led by a leader called Skipper.

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** While there are some hedgehog tribes known to sail the rivers of Mossflower, the best inland sailors are the tribes of shrews in logboats. The otters are also all proficient sailors, sailors and led by a leader called Skipper.



* ''LIterature/TechnicHistory'': ''The Man Who Counts'' features a race of flying aliens, of which one major tribe spends most of their life on giant rafts, sailing across their world's seas.

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* ''LIterature/TechnicHistory'': ''Literature/TechnicHistory'': ''The Man Who Counts'' features a race of flying aliens, of which one major tribe spends most of their life on giant rafts, sailing across their world's seas.



* ''TabletopGame/{{Numenera}}'': The Redfleets, an organization of traders, explorers and small-time pirates. They revere the ocean, and dedicate their lives to exploring it both by ship and submarine to discover its many treasures. They have no interest in man-made things, however, and focus exclusively on natural treasures -- oceanic formations, islands, sea creatures and so on.

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* ''TabletopGame/{{Numenera}}'': The Redfleets, an organization of traders, explorers explorers, and small-time pirates. They revere the ocean, ocean and dedicate their lives to exploring it both by ship and submarine to discover its many treasures. They have no interest in man-made things, however, and focus exclusively on natural treasures -- oceanic formations, islands, sea creatures creatures, and so on.



* ''TabletopGame/RocketAge'': The thirty three Green-Yellow Chanari tribes are the preeminent [[AlienSea silt sailors]] of Mars. Most sea trade on Mars is done through them, along with most of the piracy, and they are the only people who dare to hunt Silt Dragons, the largest vertebrate in the solar system.

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* ''TabletopGame/RocketAge'': The thirty three thirty-three Green-Yellow Chanari tribes are the preeminent [[AlienSea silt sailors]] of Mars. Most sea trade on Mars is done through them, along with most of the piracy, and they are the only people who dare to hunt Silt Dragons, the largest vertebrate in the solar system.



** While the bulk of Dark Elf society is firmly anchored on land, the call of the sea is considered sacred in Druchii society, to the point that corsairs are afforded great respect throughout Naggaroth and embarking on their first raiding cruise is an important rite of passage for young nobles. There is no sea that their pirate fleets and Black Arks haven't sailed on, and no coastline that hasn't known their raids.
** The Gilleau River in Bretonnia is home to the Gillites, a culture of river nomads who live in decorated houseboats and make it a point of personal pride to never set foot on dry land. They're proficient sailors and hole a near monopoly on riverine trade along the Gilleau.
* ''TabletopGame/Warhammer40000'': Among the [[Literature/SpaceWolf Space Wolves]] (space Vikings), Engir Krakendoom's tribe are known for being the best sailors, hunting sea monsters with nothing but oars, harpoons and axes. Their skills translate well when SpaceIsAnOcean, and so his Company excels at boarding and ship-to-ship combat.

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** While the bulk of Dark Elf society is firmly anchored on land, the call of the sea is considered sacred in Druchii society, to the point that corsairs are afforded great respect throughout Naggaroth Naggaroth, and embarking on their first raiding cruise is an important rite of passage for young nobles. There is no sea that their pirate fleets and Black Arks haven't sailed on, and no coastline that hasn't known their raids.
** The Gilleau River in Bretonnia is home to the Gillites, a culture of river nomads who live in decorated houseboats and make it a point of personal pride to never set foot on dry land. They're proficient sailors and hole a near monopoly near-monopoly on riverine trade along the Gilleau.
* ''TabletopGame/Warhammer40000'': Among the [[Literature/SpaceWolf Space Wolves]] (space Vikings), Engir Krakendoom's tribe are known for being the best sailors, hunting sea monsters with nothing but oars, harpoons harpoons, and axes. Their skills translate well when SpaceIsAnOcean, and so his Company excels at boarding and ship-to-ship combat.



** ''VideoGame/CivilizationBeyondEarth'' has the North Sea Alliance faction, a coalition formed from the British isles, the Dutch and Scandinavia. They are one of two factions able to settle their first city on the water, and their unique ability increases the combat strength of oceanic cities as well as reducing the cost of moving them to acquire territory.

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** ''VideoGame/CivilizationBeyondEarth'' has the North Sea Alliance faction, a coalition formed from the British isles, the Dutch Dutch, and Scandinavia. They are one of two factions able to settle their first city on the water, and their unique ability increases the combat strength of oceanic cities as well as reducing the cost of moving them to acquire territory.



** The ''Holy Fury'' DLC throws a complicating factor into things by allowing ''any'' pagan faith to become master seafarers at reformation by taking the Sea-Bound doctrine (representing a major element of the reformed faith), which grants them the unreformed Germanic ship maintenance reduction and ability to sail up major rivers (if they take the Daring doctrine as well they even get pirate traits they can earn by raiding, although due to coding limits they still grant an opinion bonus with Germanics specifically). Germanics and Aztecs can instead take unique doctrines which combine the abilities of Sea-Bound with one or more doctrines. Coastal conquest is still unique to Germanics, however.

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** The ''Holy Fury'' DLC throws a complicating factor into things by allowing ''any'' pagan faith to become master seafarers at reformation by taking the Sea-Bound doctrine (representing a major element of the reformed faith), which grants them the unreformed Germanic ship maintenance reduction and ability to sail up major rivers (if they take the Daring doctrine as well they even get pirate traits they can earn by raiding, although due to coding limits they still grant an opinion bonus with Germanics specifically). Germanics and Aztecs can instead take unique doctrines which that combine the abilities of Sea-Bound with one or more doctrines. Coastal conquest is still unique to Germanics, however.



** Despite never developing a written language or even agriculture, the ancient Atmorans ([[{{Precursors}} ancestors of the modern Nords]]) were master ship-builders and sailors. Their most famous shipyard was Jylkurfyk, from which [[FounderOfTheKingdom Ysgramor]] commissioned ships for [[BadassArmy he and his companions]] to invade Tamriel.

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** Despite never developing a written language or even agriculture, the ancient Atmorans ([[{{Precursors}} ancestors of the modern Nords]]) were master ship-builders shipbuilders and sailors. Their most famous shipyard was Jylkurfyk, from which [[FounderOfTheKingdom Ysgramor]] commissioned ships for [[BadassArmy he and his companions]] to invade Tamriel.



* ''VideoGame/{{Starcraft}}'': While it makes no difference in-game, the manual explains that the Auriga tribe of Protoss were the first to explore the seas of Aiur, and ten millenia later they maintain their species' space fleet.

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* ''VideoGame/{{Starcraft}}'': While it makes no difference in-game, the manual explains that the Auriga tribe of Protoss were the first to explore the seas of Aiur, and ten millenia millennia later they maintain their species' space fleet.



* ''Webcomic/{{Outsider}}'': The Belerid [[SpaceElves Loroi]] of Taben, living on a dwarf, icy continent in an [[SingleBiomePlanet ocean world]] where violent weather made farming difficult and most food was in the sea, developed a proudly maritime culture focused on fishing, whaling, exploration, trade and piracy. The modern Tenoin caste, which consists of the Loroi forces' spaceship crews and navigators, has its origins on Taben and still maintains training facilities in Beleri.

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* ''Webcomic/{{Outsider}}'': The Belerid [[SpaceElves Loroi]] of Taben, living on a dwarf, icy continent in an [[SingleBiomePlanet ocean world]] where violent weather made farming difficult and most food was in the sea, developed a proudly maritime culture focused on fishing, whaling, exploration, trade trade, and piracy. The modern Tenoin caste, which consists of the Loroi forces' spaceship crews and navigators, has its origins on Taben and still maintains training facilities in Beleri.



** The Austronesians, an umbrella group that includes the Polynesians, who could be an UpToEleven variant of this trope. Despite having no metalworking, writing, or organized states, Austronesians expanded over half the world's oceans, from Madagascar in the west to Easter island in the east.

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** The Austronesians, an umbrella group that includes the Polynesians, who could be an UpToEleven variant of this trope. Despite having no metalworking, writing, or organized states, Austronesians expanded over half the world's oceans, from Madagascar in the west to Easter island Island in the east.



** Japan subverts this in that, despite being an island nation, it actually was ''not'' very good at shipbuilding and naval warfare for most of its national history; it was simply too far away from everyone else in the world to make it worthwhile, most of the seafood was close to shore, and the islands weren't far enough away from one another to demand significant navigational skills to reach. The one conspicuous time that the Japanese ''did'' invade mainland Asia, in the 1590's, they were crushed at sea by the Koreans... who ironically did fit this trope at the time. Double subverted in that after industrialization and modernization, the Japanese did rapidly become one of the top and most feared naval powers on Earth.
** The Four Maritime Republics of Renaissance Italy -- Venice, Genoa, Pisa and Amalfi -- were four city-states that built their wealth and power on the backs of their powerful fleets and their maritime trading networks, existing as major powers in trade and politics throughout the Mediterranean for much of the Middle Ages and Renaissance. Even today, the official flag of the Italian Merchant Navy consists of the Italian flag with the symbols of the four republics emblazoned on a shield in its center.

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** Japan subverts this in that, despite being an island nation, it actually was ''not'' very good at shipbuilding and naval warfare for most of its national history; it was simply too far away from everyone else in the world to make it worthwhile, most of the seafood was close to shore, and the islands weren't far enough away from one another to demand significant navigational skills to reach. The one conspicuous time that the Japanese ''did'' invade mainland Asia, in the 1590's, 1590s, they were crushed at sea by the Koreans... who ironically did fit this trope at the time. Double subverted in that after industrialization and modernization, the Japanese did rapidly become one of the top and most feared naval powers on Earth.
** The Four Maritime Republics of Renaissance Italy -- Venice, Genoa, Pisa Pisa, and Amalfi -- were four city-states that built their wealth and power on the backs of their powerful fleets and their maritime trading networks, existing as major powers in trade and politics throughout the Mediterranean for much of the Middle Ages and Renaissance. Even today, the official flag of the Italian Merchant Navy consists of the Italian flag with the symbols of the four republics emblazoned on a shield in its center.



* The United States, following in the example of the British Empire, would grow to be a major merchant and naval power throughout the 19th century. A major driving factor for most examples of the US getting involved in major overseas conflicts throughout its history at least until the outset of the Cold War were disruptions to its overseas trade and merchant marine, examples including the Barbary Wars, Quasi-War with France (extension of the Wars of French Revolution), the War of 1812 (extension of the Napoleanic Wars), World War I, and World War II.

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* The United States, following in the example of the British Empire, would grow to be a major merchant and naval power throughout the 19th century. A major driving factor for most examples of the US getting involved in major overseas conflicts throughout its history at least until the outset of the Cold War were disruptions to its overseas trade and merchant marine, examples including the Barbary Wars, Quasi-War with France (extension of the Wars of French Revolution), the War of 1812 (extension of the Napoleanic Napoleonic Wars), World War I, and World War II.
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This trope is a common feature of OceanPunk settings. A related skill is that of TheNavigator.

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This trope is a common feature of OceanPunk settings. The CoolBoat is probably a feature. WoodenShipsAndIronMen may be involved, if they lean in that aesthetic direction. A related skill is that of TheNavigator.
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->''"The ironmen live their whole lives at sea."

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->''"The ironmen live their whole lives at sea.""''

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Moving this to quotes page since (a) it's long (b) a song (c) the page image is already from Moana


->''"We read the wind and the sky\\
When the sun is high\\
We sail the length of the seas\\
On the ocean breeze\\
\\
At night we name every star\\
We know where we are\\
We know who we are, who we are!"''
-->-- ''WesternAnimation/{{Moana}}'', "[[https://www.youtube.com/watch?v=ubZrAmRxy_M We Know the Way]]"

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->''"We read the wind and the sky\\
When the sun is high\\
We sail the length of the seas\\
On the ocean breeze\\
\\
At night we name every star\\
We know where we are\\
We know who we are, who we are!"''
->''"The ironmen live their whole lives at sea."
-->-- ''WesternAnimation/{{Moana}}'', "[[https://www.youtube.com/watch?v=ubZrAmRxy_M We Know the Way]]"
'''Aurane Waters''', ''Literature/AFeastForCrows''
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-->-- ''Disney/{{Moana}}'', "[[https://www.youtube.com/watch?v=ubZrAmRxy_M We Know the Way]]"

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-->-- ''Disney/{{Moana}}'', ''WesternAnimation/{{Moana}}'', "[[https://www.youtube.com/watch?v=ubZrAmRxy_M We Know the Way]]"



* ''Literature/TheCrocodileGod'': As in real life the ancient Tagalog tribe in the Philippines are seafarers due to their Austronesian heritage, and [[BilingualBonus their own name means "people of the rivers"]]. The sea-god Haik is [[CharacterTitle the title's Crocodile God,]] and the story's {{Mythopoeia}} deems him a folk memory of Paikea the Whale-Rider from New Zealand, bringing this UpToEleven since the Maori are Polynesian. (As the RealLife folder and the page-quote from ''Disney/{{Moana}}'' notes, Polynesians were ''especially'' good navigators even among Austronesians.) It's revealed later on that Haik's sister is Hina, which also makes him an {{Expy}} of Maui.

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* ''Literature/TheCrocodileGod'': As in real life the ancient Tagalog tribe in the Philippines are seafarers due to their Austronesian heritage, and [[BilingualBonus their own name means "people of the rivers"]]. The sea-god Haik is [[CharacterTitle the title's Crocodile God,]] and the story's {{Mythopoeia}} deems him a folk memory of Paikea the Whale-Rider from New Zealand, bringing this UpToEleven since the Maori are Polynesian. (As the RealLife folder and the page-quote from ''Disney/{{Moana}}'' ''WesternAnimation/{{Moana}}'' notes, Polynesians were ''especially'' good navigators even among Austronesians.) It's revealed later on that Haik's sister is Hina, which also makes him an {{Expy}} of Maui.
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** River giants live their lives upon their rafts and houseboats, wandering the rivers of the world. When they keep permanent homes, these are usually utilitarian huts on islands or rock formations located where large rivers come together, which serve mainly as storage spaces and travel hubs while their owners wander the breadth of the waterways.
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** The taotake people sail nomadically across Golarion's oceans, either individually, in small groups of boats or in true cities of ships. They're chiefly merchants and explorers, trading with whoever they encounter and placing a great deal of value on discovery -- a Taotake isn't believed to have found their true name until they discover and name something no Taotake did before. Consequently, bands of Taotake sailors can be found in every sea and ocean of the world, mapping out the world and trading as they go. Culturally, they're strongly inspired by Polynesian peoples.

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** The taotake Taotake people sail nomadically across Golarion's oceans, either individually, in small groups of boats or in true cities of ships. They're chiefly merchants and explorers, trading with whoever they encounter and placing a great deal of value on discovery -- a Taotake isn't believed to have found their true name until they discover and name something no Taotake did before. Consequently, bands of Taotake sailors can be found in every sea and ocean of the world, mapping out the world and trading as they go. Culturally, they're strongly inspired by Polynesian peoples.

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* ''TabletopGame/{{Pathfinder}}'': The munavri descend from Azlanti seafarers who were drawn into the Darklands during Azlant's fall and maintain their ancestors' maritime traditions, sailing the breadth of the Sightless Sea on ivory ships and living on floating island-cities. Not all munavri take to the sea -- most priests and craftsmen never leave their islands -- but sea travel still plays an important part in their culture and all young munavri are expected to build a skiff and learn how to sail.

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* ''TabletopGame/{{Pathfinder}}'': ''TabletopGame/{{Pathfinder}}'':
**
The munavri descend from Azlanti seafarers who were drawn into the Darklands during Azlant's fall and maintain their ancestors' maritime traditions, sailing the breadth of the Sightless Sea on ivory ships and living on floating island-cities. Not all munavri take to the sea -- most priests and craftsmen never leave their islands -- but sea travel still plays an important part in their culture and all young munavri are expected to build a skiff and learn how to sail.sail.
** The taotake people sail nomadically across Golarion's oceans, either individually, in small groups of boats or in true cities of ships. They're chiefly merchants and explorers, trading with whoever they encounter and placing a great deal of value on discovery -- a Taotake isn't believed to have found their true name until they discover and name something no Taotake did before. Consequently, bands of Taotake sailors can be found in every sea and ocean of the world, mapping out the world and trading as they go. Culturally, they're strongly inspired by Polynesian peoples.
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* ''TabletopGame/{{Pathfinder}}'': The munavri descend from Azlanti seafarers who were drawn into the Darklands during Azlant's fall and maintain their ancestors' maritime traditions, sailing the breadth of the Sightless Sea on ivory ships and living on floating island-cities. Not all munavri take to the sea -- most priests and craftsmen never leave their islands -- but sea travel still plays an important part in their culture and all young munavri are expected to build a skiff and learn how to sail.
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-->-- ''Disney/{{Moana}}'', "We Know the Way"

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-->-- ''Disney/{{Moana}}'', "We "[[https://www.youtube.com/watch?v=ubZrAmRxy_M We Know the Way"
Way]]"
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[[quoteright:350:[[Disney/{{Moana}} https://static.tvtropes.org/pmwiki/pub/images/weknowtheway.png]]]]

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* ''Disney/{{Moana}}'': Moana's people were once skilled seafarers, roaming the ocean to discover new islands as the gods created them, but after Maui took the Heart of Creation the seas became hostile and forbidding and they mothballed their seafaring canoes. [[spoiler:After Moana returns the Heart to Te Fiti, they take up their heritage again.]]

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[[folder:Films -- Animation]]
* ''Disney/{{Moana}}'': ''WesternAnimation/{{Moana}}'': Moana's people were once skilled seafarers, roaming the ocean to discover new islands as the gods created them, but after Maui took the Heart of Creation the seas became hostile and forbidding and they mothballed their seafaring canoes. [[spoiler:After Moana returns the Heart to Te Fiti, they take up their heritage again.]]



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** The Gilleau River in Bretonnia is home to the Gillites, a culture of river sailors who live in decorated houseboats and make it a point of personal pride to never set foot on dry land. They're proficient sailor and hole a near monopoly on riverine trade along the Gilleau.

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** The Gilleau River in Bretonnia is home to the Gillites, a culture of river sailors nomads who live in decorated houseboats and make it a point of personal pride to never set foot on dry land. They're proficient sailor sailors and hole a near monopoly on riverine trade along the Gilleau.

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** While there are some hedgehog tribes known to sail the rivers of Mossflower, the best inland sailors are the tribes of shrews in logboats. Out at sea, it's sea otters and searats (both are piratical, the otters attacking vermin and the rats any helpless victims).
** The (river) otters, one of the AlwaysLawfulGood species in the series, are all proficient sailors, led by one they call Skipper.

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** While there are some hedgehog tribes known to sail the rivers of Mossflower, the best inland sailors are the tribes of shrews in logboats. The otters are also all proficient sailors, and led by a leader called Skipper.
**
Out at sea, it's sea otters and searats (both are piratical, the otters attacking vermin and the rats any helpless victims).
** The (river) otters, one of the AlwaysLawfulGood species in the series, are all proficient sailors, led by one they call Skipper.
victims).


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** The Gilleau River in Bretonnia is home to the Gillites, a culture of river sailors who live in decorated houseboats and make it a point of personal pride to never set foot on dry land. They're proficient sailor and hole a near monopoly on riverine trade along the Gilleau.

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Crosswicking.


* ''Literature/TheSilmarillion'': The Falmari elves were taught shipbuilding and seacraft by Ossë, a Maiar -- demigod -- of the sea, and consequently loved it more than any other elven people. They were the ones who built the swan-ships of the elves, and unlike the other elves of Aman dwell chiefly in the port city of Alqualondë and the island of Tol Eressëa.
* ''Literature/ASongOfIceAndFire'': The Ironborn are among the best sailors -- and the most feared reavers -- in Westeros' seas, and quite possibly in the world. They need to be -- their islands are not fertile, and little grows in their thin soil. If they want anything beyond iron ore, they need to head out to sea to find it. As a result, they derive considerable pride from their nautical traditions -- they disdain any show of fear of the water, including not wearing metal armor that could drag you under should fall in the sea, and consider captains to be absolutely sovereign on the deck of their own ship.



* ''Literature/TalesOutOfTallis'': The Ilael are a seagoing culture, sometimes even raising their children on the ships. They also serve as a ProudMerchantRace.



* ''TabletopGame/GodsOfTheFall'': The Empire of the Sea is akin to a country, albeit a fluid one, which claims a territory spread across a dozen islands dotting the Sea of Shadows. These islands are merely places where ships sometimes put ashore for repair and resupply; the center of the community and life is aboard the ships themselves.



* ''TabletopGame/{{Warhammer}}'': The Norscans are naturally good at sailing (being the HeavyMetal version of HornyVikings), repeatedly raiding the equivalents of Europe and Canada. [[Literature/{{Wulfrik}} Wulfrik the Wanderer]] even has a flying longship that can go through the Warp and emerge anywhere he wants it to, leading to his moniker of "the Inescapable One".

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* ''TabletopGame/{{Warhammer}}'': ''TabletopGame/{{Warhammer}}'':
**
The Norscans are naturally good at sailing (being the HeavyMetal version of HornyVikings), repeatedly raiding the equivalents of Europe and Canada. [[Literature/{{Wulfrik}} Wulfrik the Wanderer]] even has a flying longship that can go through the Warp and emerge anywhere he wants it to, leading to his moniker of "the Inescapable One".One".
** While the bulk of Dark Elf society is firmly anchored on land, the call of the sea is considered sacred in Druchii society, to the point that corsairs are afforded great respect throughout Naggaroth and embarking on their first raiding cruise is an important rite of passage for young nobles. There is no sea that their pirate fleets and Black Arks haven't sailed on, and no coastline that hasn't known their raids.



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* ''VideoGame/AgeOfWonders3'': Human units have the Mariner ability, allowing them to embark on water without any of the usual penalties and have three more movement on the water.



* The Quarians from the ''Franchise/MassEffect'' series lost their homeworld in a RobotWar centuries ago, and have since been traveling the galaxy in a giant flotilla of space ships. Quarian names even include the ship they were born on and the ship they serve under following their Pilgrimage. As a result, their spacefaring skill is legendary and unquestioned throughout the setting.

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* ''Franchise/MassEffect'': The Quarians from the ''Franchise/MassEffect'' series lost their homeworld in a RobotWar centuries ago, and have since been traveling the galaxy in a giant flotilla of space ships. Quarian names even include the ship they were born on and the ship they serve under following their Pilgrimage. As a result, their spacefaring skill is legendary and unquestioned throughout the setting.



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* Eland from the ''Literature/ArciaChronicles'' is a small northern kingdom that is (in)famous for its disproportionately huge sometimes-merchant-sometimes-pirate navy, to the point where the terms "Elander" and "mariner" are used as interchangeable ethnonyms. This goes doubly so after the old coastal Eland from the first duology is flooded by natural cataclysms and its refugees settle on a well-hidden archipelago in the south seas, basically precluding any land contact with other countries.
* As in real life, ''Literature/TheCrocodileGod'' slates the ancient Tagalog tribe in the Philippines as seafarers due to their Austronesian heritage, and [[BilingualBonus their own name "Tagalog" means "people of the rivers."]] The sea-god Haik is [[CharacterTitle the title's Crocodile God,]] and the story's {{Mythopoeia}} deems him a folk-memory of Paikea the Whale-Rider from New Zealand, bringing this UpToEleven since the Maori are Polynesian. (As the RealLife folder and the page-quote from {{Disney/Moana}} notes, Polynesians were ''especially'' good navigators even among Austronesians.)
** Later on it's revealed that Haik's sister is Hina, which also makes him an {{Expy}} of Maui.
* The Minotaurs in ''Literature/{{Dragonlance}}'' are known for being the most accomplished sailors and advanced shipbuilders on Ansalon, to the point that most minotaurs end up serving aboard a sailing vessel at some point in their lives.

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* ''Literature/ArciaChronicles'': Eland from the ''Literature/ArciaChronicles'' is a small northern kingdom that is (in)famous for its disproportionately huge sometimes-merchant-sometimes-pirate navy, to the point where the terms "Elander" and "mariner" are used as interchangeable ethnonyms. This goes doubly so after the old coastal Eland from the first duology is flooded by natural cataclysms and its refugees settle on a well-hidden archipelago in the south seas, basically precluding any land contact with other countries.
* ''Literature/TheCrocodileGod'': As in real life, ''Literature/TheCrocodileGod'' slates life the ancient Tagalog tribe in the Philippines as are seafarers due to their Austronesian heritage, and [[BilingualBonus their own name "Tagalog" name means "people of the rivers."]] rivers"]]. The sea-god Haik is [[CharacterTitle the title's Crocodile God,]] and the story's {{Mythopoeia}} deems him a folk-memory folk memory of Paikea the Whale-Rider from New Zealand, bringing this UpToEleven since the Maori are Polynesian. (As the RealLife folder and the page-quote from {{Disney/Moana}} ''Disney/{{Moana}}'' notes, Polynesians were ''especially'' good navigators even among Austronesians.)
** Later on it's
) It's revealed later on that Haik's sister is Hina, which also makes him an {{Expy}} of Maui.
* ''Literature/DarkShores'': The Maarin people are a nation of seafaring people. Their home is an archipelago but most of them are born and spend their lives on their ships, travelling around the world. They are also the only ones who know how to navigate deadly doldrums and cross the Endless Seas.
* ''Literature/{{Dragonlance}}'':
The Minotaurs in ''Literature/{{Dragonlance}}'' are known for being the most accomplished sailors and advanced shipbuilders on Ansalon, to the point that most minotaurs end up serving aboard a sailing vessel at some point in their lives.lives.
* ''Literature/TheFarthestShore'' in the Earthsea Trilogy has the Raft People, who live at sea and only come to shore to collect logs to build new rafts.



* ''Literature/TheFarthestShore'' in the Earthsea Trilogy has the Raft People, who live at sea and only come to shore to collect logs to build new rafts.
* The Maarin people from ''Literature/DarkShores'' are a nation of seafaring people. Their home is an archipelago but most of them are born and spend their lives on their ships, travelling around the world. They are also the only ones who know how to navigate deadly doldrums and cross the Endless Seas.



* In ''VideoGame/CrusaderKingsII'', any nation with a lot of coastline can become a serious contender at amphibious warfare, and merchant republics require coastal access to build trade routes, but the true sea kings are the Norse. All counties of Norse culture get free shipyards when the "Dawn of the Viking Age" event fires around 790 AD (and start with them in the 867 AD start date), while [[Myth/NorseMythology Germanic pagans]] (also chiefly Norse, though the Saxons follow the same faith) can sail up major rivers to raid inland and portage ships overland between them (letting them raid in the Black Sea, up the Danube to southern Germany, and into the Mediterranean by sailing through otherwise landlocked western Russia and Ukraine), and may declare county conquest wars against any coastal province (instead of merely ones on their own borders as other pagans, Hindus, Buddhists, and Muslims can). They also have a slew of traits they earn by raiding.

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* In ''VideoGame/CrusaderKingsII'', any ''VideoGame/CrusaderKingsII'':
** Any
nation with a lot of coastline can become a serious contender at amphibious warfare, and merchant republics require coastal access to build trade routes, but the true sea kings are the Norse. All counties of Norse culture get free shipyards when the "Dawn of the Viking Age" event fires around 790 AD (and start with them in the 867 AD start date), while [[Myth/NorseMythology Germanic pagans]] (also chiefly Norse, though the Saxons follow the same faith) can sail up major rivers to raid inland and portage ships overland between them (letting them raid in the Black Sea, up the Danube to southern Germany, and into the Mediterranean by sailing through otherwise landlocked western Russia and Ukraine), and may declare county conquest wars against any coastal province (instead of merely ones on their own borders as other pagans, Hindus, Buddhists, and Muslims can). They also have a slew of traits they earn by raiding.
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* The United States, following in the example of the British Empire, would grow to be a major merchant and naval power throughout the 19th century. A major driving factor for most examples of the US getting involved in major overseas conflicts throughout its history at least until the outset of the Cold War were disruptions to its overseas trade and merchant marine, examples including the Barbary Wars, Quasi-War with France (extension of the Wars of French Revolution), the War of 1812 (extension of the Napoleanic Wars), World War I, and World War II.
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[[quoteright:350:[[Disney/{{Moana}} https://static.tvtropes.org/pmwiki/pub/images/weknowtheway.png]]]]

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