Grandline Islands

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Grandline Islands

Post by Administrator Clementine on Tue Feb 28, 2017 2:06 pm

#1

Andromadon
New World
Island Description: 
Andromadon is equal parts island and beast itself,  being the name of not an island but the colossal monster which was formed from animated stone itself which completely coincidentally happens to look like a dragon and from its fiery core defends itself with devastating fires, upon whose back life has flourished after its own image.   All manner of reptile can be discovered here and the vast majority are unique to the island,  having evolved there and taking the role of other life forms.   There is even a human counterpart on the island,  the Drakels,  being of similar form to the Minks,  but all the Drakels are various reptiles.   

The island is highly aggressive towards outsiders.  Meaning the island itself is literally aggressive towards anyone who dares approach it.  Andromadon is stationary,  residing in the furthest corner of the New World on the northern part of the line,  within the Calm Belt itself out of the way.   Andromadon is highly territorial,  and remains within the same hundred or so kilometers.   Not entirely stationary,  but not moving very much.  Andromadon's wings appear to be incapable of carrying its weight,  it's spine like a mountain range,  it's back and wings like wide plains.   

The dragon-shaped-golem is otherwise very passive and moves smoothly through the waters as though slowly paroling its territory,  permitting only the life that flourished on its back to dwell within its own private realm on the seas.  

They have a long standing dispute with the island of Zou and a hatred towards the Minks,  as at one point the elephant had walked dangerously close to the Dragon's border,  provoking several years of hostility between the Drakels and Minks,  The dragon remaining in one spot near the border without moving all those years,  prowling like a cat stalking prey,  waiting for the elephant to so much as step one foot out of bounds.    The dragon's own aggression bled through to the life that lived on it,  with various species of winged reptiles harassing the inhabitants of Zou,  while Minks and Drakels came and went between in while not open warfare, repeated hostile interaction.

Drakels are very rarely seen outside of the territory,  as they are an extremely proud species that view Andromadon as their god and source of their eternal existence in an afterlife.   They do have a monarchy revolving around a family of winged Drakel royals who at least claim to be able to hear Andromadon's voice.  As such,  their word is absolute and unquestionable.  It's extremely authoritarian and borderline oppressive,  but doesn't quite make the cut into outright tyranny. 

The people overall are a nation of warriors with a class system that revolves around their effectiveness in combat on top of whether or not you were born with certain traits,  such as wings, horns,  the quality of your scales, claws,  or whether or not you have spikes or a tail.   The highest class of individuals have wings,  and are capable of utilizing "Andromadon's Breath",  possessing fiery centers that they utilize in combat.   It's against their law to harm or oppose those with Andromadon's Breath,  leading to a very sheer divide between an upper circle of nobility and those below. 

The World Government doesn't interfere with Andromadon,  and its Territory is a No-Go zone,  only permitted due to the dragon's self imposed confinement to its own little space within the calm belt,  and the isolated nature of their people.

Species: A wide variety of creatures can be found here,  but all of the mare the same type; Reptilian.  All fauna of Andromadon are some type of scaled life form,  yet there is a direct comparison to the normal life forms you'd find elsewhere.   Birds, fish, cows, insects,  all become a reptile counterpart.
Life will range from anywhere from T0 to T5, with one or two T6 creatures in addition to the King and the Princess
Influence: N/A - Cannot be owned. This "island" owns itself.
Status: Stabilized
Log Pose Point Requirement: 30

Population: 4

Housing: 5

Army: 4 - All inhabitants are considered a part of the army, as it is a warrior nation.

Weaponry: 3

Technology: 1



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#2

Vermez'cunis
New World
Island Description: 
Vermez'cunis is a disgusting abomination of an island wit ha rancid atmosphere that is perpetually hazy due to the high amounts of methane released from the creatures and from earthen vents in the island itself.   The island is swarming with disgusting creatures that the island was named for,  an island of vermin.   A veritable vermin tide,  as the island is swarming with seas of parasitic organisms called the Rot Worms,  Leach-like long eelish worms that range from the size of a small snake to being the length of a bus with sightless eyes and a circular maw.    
They build up in mounds like rolling hills or the waves of an ocean,  in constant motion due to their writhing.   These creatures need extremely little to survive,  yet are always ravenous,  and reproduce in batches in the thousands every few weeks.   Chemical receptors in their skin makes them off putting for consumption by other Rot Worms,  leaving to an unbelievable population boom that turned a once lush island into the nightmare it now.  

The island can be heard before it can be seen,  as the island is shrouded in a ring of constant haze that obscures sight of it from a distance,  so you can hear the screaming cries of Rot Worms as they fall into the ocean and begin burning alive in a painful reaction between the salt and water with the slime coating on their bodies,  that causes them to wither into black sea weed like husks that fall to the ocean floor as the skulls are the heaviest part of their body,  making them float upwards with their skulls frozen in a pained cry causing their teeth to snag into the sea floor as their light husks that remain of their bodies rustles with the sea currents,  providing an ecosystem for some extreme life forms to exist,  but the process turning the waters very acidic  for miles, curbed the the formation of a coral-like species of fauna that has formed in response to the chemicals in the water around the island,  forming a barrier reef of sorts that further circles the island,  like a sea wall that doesn't quite rise above sea level making for a dangerous trap that can cause shipwrecks.

Back to the island itself,   it may be swarming with the Rot Worms,  but there are various stone outcroppings and areas where life has adapted in ways to keep Rot Worms at bay,  the center of the island is composed of many towering stone spires and cliffs where a giant species of eagle have adapted to carve out homes in the cliffs and dive to the Rot Worms for their meals,  their hardened digestive systems resisting the acidic nature of the worms.

The last unique evolution of the island is that of the Stone Crawlers,  large arachnids with stony carapaces that wade through the sea of Rot Worms constantly roaming,  grazing on the worms like cattle in a field,  though they are massive,  like small mountains.  Eagles nest in their backs,  but more uniquely; humans do.   Living on their backs like parasites humans stranded or remnant from the civilization that may have once thrived on the island before the advent of the Rot Worms.  They are generally of lesser intelligence (But not too lesser) and primitive in nature (Around ancient humans, but civilized),  but are passive and aren't a threat to newcoming humans who make their way to one.  

The humans of the island live within natural "caves" in the formations on the arachnid's backs.  They subsist off of a derivative species of worms that take a wide variety of shapes and sizes that live in "Dens" in the center of every arachnid,  these worms producing life-preserving fluids that coat them and get excreted.   Uniquely they seem to have a life extending property,  giving the inhabitants an ageless quality,  but at the cost of their minds.  Those who are given in to the worms seem to be lost in a mind haze and a state of euphoria,  other humans pulling them out before they get lost in the haze,  or leaving them to their fate as a form of punishment,  pulling them back out when they've served their time.


Species: There are very few species on the island,  The Roks (Giant eagles mentioned), the Rot Worms,  the Stone Crawlers,  the Many (The visually diverse worms inside the Stone Crawlers),  and the human inhabitants.    
Influence: N/A
Status: Unclaimed
Log Pose Point Requirement: 24

Population: 1

Housing: 0-1

Army: 0

Weaponry: 0-1

Technology: 0



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#3

Stonehaven
New World
Island Description: 

Located in the New World towards the very end one can find Stonehaven,  which is built into the Red Line itself.  Stonehaven is coastal and is still very much distant from the top and not even close to going all the way through,  Stonehaven is simply a cavernous pocket with the Red Line towering above it.   
The cavern is very interesting to look at,  as the entire cavern has innumerable stalagtites and stalagmites that have formed at an odd angle that provides a windswepped appearance to the cavern,  individual spires dwarfing over manmade structures.   Two cities are nested within Stonehaven,  Stonebrook and Rockwell,  dividing the land of Stonehaven between the two using a wide river that runs between from the ocean outside as a natural border.  

Stonehaven at large is  subject to a close Marine occupation.   Things are very regulated here and you can find Marine soldiers wherever you look,  and most the population are Ex-Marine or have a family member who is serving.   The 'island' is very useful for it's productivity,  having refineries and many mines that dig further into the Red Line.   Estimates suggest that they are halfway through the Redline at the furthest tunnel,  and officials debate whether to expedite the process and dedicate more manpower to a deliberate attempt at forming a trade route to the other side,  a project similar to the bridge construction of Tequila Wolf, though not quite as industrious.  If approved it'd take many generations to eventually see completion.

Stonebrook and Rockwell have a hostile relationship towards one another and use to war with one another frequently,  said to be descendant from two different pirate crews.  The conflict between them only really stopped when the Marine presence grew as a unifying element and a glue that holds them together,  but the two mayors of the two cities still often butt heads over matters that effect Stonehaven as a whole,  and as such the Marines had to place a third voice of reason to mediate the two,  forming a trinity council that governs Stonehaven as a whole,  and controls the coast of Stonehaven to manage shipping and the coming and going of ships with Marine interests at heart.

Rockwell however still harbors Pirate and Revolutionary ties and, not publicly,  oppose the Marine occupation.  They run smuggling operations in and out of the city,  with some of the best smugglers in the business who are said to be able to get someone anywhere,  even through Mariejois itself.    Fewer Marines hang around Rockwell,  but it's certainly still occupied,  the civilians of Rockwell are much less likely to become a Marine though they still manage to keep things clean.  At least as far as the Marines can tell.


Species: Stonehaven doesn't have much in the way of unique species or threatening wildlife... Unless you're the supersticious sort,  and beleive the tales of monsters and spirits in the mines. 
Influence: Marines
Status: Stabilized
Log Pose Point Requirement: 17

Population: 5

Housing: 4

Army: 4

Weaponry: 5

Technology: 2



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#4

Soul Barrow
New World
Island Description:
Soul Barrow is perhaps one of the least pleasant places one might visit.  Not in the manner Vermez'Cunis is unpleasant,  but Soul Barrow is deeply unsettling on a fundamental level.  The whole atmosphere of Soul Barrow is bleak and uninviting,  with a washed out landscape and grey skies as a product of the few active volcanos that pollute the skies with their pillars of ash and soot.  An eerie silence permeates the land broken only the the occasional gust of hot air or the rumble of distant volcanos.  

The most unsettling element is the complete lifelessness of the terrain,  the only signs of life being long dead petrified trees.    The rivers and lakes of the island are sulfuric in nature,  filling the air with a putrid stench and being inhospitable.  Any travelers here will want to bring their own food and water stores,  as there is none to be had here in Soul Barrow.

Lastly,  and most evident,  is the vast expanse of headstones that stretch as far as the eye can sea.  It's said that there's a marker for everyone,  that no matter your name you can find one with yours on it.  Graves are abound wherever you look, with no consistent style,  as stone and petrified wood are intermixed with no apparent layout or order to them,  no neat rows,  only a littering of markers.   In some places skeletons can be seen poking out from shallow graves,  while in other places skeletons lay scattered from mass graves that had been unearthed by something.  

Ruins of long abandoned temples and shrines are randomly speckled across the island landscape,  broken and ancient their purposes no longer identifiable,  a contrast to the timeless quality of the graves,  as many seem fresh while others so ancient as to be barely more than dust and rubble.  

But from the moment Soul Barrow comes into view one is possessed with a deep longing,  a siren's call,  an influence on the mind that feels as though it pulls you along to walk the wastes,  guiding you with a vague longing across the landscape and past the ruins.  A sense of purpose filling them,  until the call leads them somewhere on the island where they are confronted with it.  Their name,  and an open grave.  Inviting,  welcoming.   It is said that any who see their own grave wont make it off the island again,  a story spoken of by shipwrecked pirates and marines alike who survive the island,  spinning tales of crew mates who disappeared in the night only to be found wandering in a trance,  others deliberately,  speaking of the call they felt,  driven by curiosity,  some were reclaimed,  convinced of their delusion while others turned violent and resisted.   

That's when things turned sour they say,  that the island's true inhabitants reared their faces,  specters and wraiths bleeding out from every stone and rising from the lifeless earth to drag them to their fate,  reaping their friends who tried to fend them off.   Those who survive and made it off the island speak of the nightmares that haunt their waking hours and their sleepless nights,  some still feeling the siren's call.


Species: T3: Wandergeists T4: Beckoners. T5: Reapers.    Generic soul-based abilities.  Can be confronted with Haki and Devil Fruits only, similar to a Logia.
Influence: N/A - May encounter Marine patrols that attempt to prevent entry to the island.  
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 0

Housing: 0

Army: 0

Weaponry: 0

Technology: 0





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#5

Golgothica
New World
Island Description: Golgothica is a toxic waste where a single breath will kill the average man.  It's may appear to be a hot summer island with a rocky terrain at a distance and a black landscape,  but closer inspection shows that the rocky terrain is actually the stone remains of giant castles that have collapsed at odd angles and are very slowly sinking overtime into the black landscape of tar and lava,  with lakes of bubbling tar that roils and bursts with chaotic vigor.  

Just walking on Golgothica is a chore if not impossible,  as the black tar covers nearly every surface and the air is scalding.   More than just a natural hazard it seems as if the land is deliberately out to get you,  as getting too close to a bubbling pit of tar seems to make it more unstable and prone to bursting- directly in your direction,  and stones seem to cave in and sink more quickly once someone approaches it.  The more time one spends on the island the more intense the hostility the environment seems to direct at trespassers.   After only an hour one will start to see what appears to be human shaped figures rising from the black,  like skeletons covered in bubbling tar that shamble towards the trespassers slowly but deliberately,  not appearing to be harmed by attacks, as even when broken apart they rise back out of the tar complete.    They appear in swarms of 6+.   

After two hours of evading the Remnants or a mile inland, larger figures rise out from rivers of lava to power through the tar,  towering the size of houses they are difficult to damage due to their semiliquid bodies and size,  and as the Remnants will rise back up from the tar whole again if defeated.  

After four hours or when at the heart of the island,  the whole island quakes with a distant roar as the Molten Giant slowly rises,  at a scale double that of Pica at Dressrossa,  it's a gargantuan golem of lava and tar though this one seems to have a more solid body beneath the dripping lava and tar,  with pitch black skin, two burning eyes,  and a thick main and beard of fire.    The Molten Giant is capable of large area attacks throwing tar/lava and causing the land to erupt at target areas.

There is peace to be found on Golgothica however,  and a reason to exploring this hostile island,  as the stone ruins of countless mountain-like castles can be home to extraordinary treasures and mysteries.   The monsters of the wastes outside do not follow behind the castle walls and cannot break through their exterior,  providing sanctuary within,  though their odd angles may make exploring them uncomfortable,  but the labrynthine interiors are home to many strange abnormalities in and of themselves, different rooms baring unique properties the deeper you go,  and having different orientations.  You may walk into a room only to find it upside down,  or flat,  even though the castle as seen from outside is slanted.

But,  the castles may hide their own enemies and traps that lie in wait,  becoming more dangerous the deeper you go.   Each mountainous ruin hiding their own secrets. 

Species: T4: Molten Remnants T5: Molten Golems.  T6: Molten Giant | +??? (The Unknown, make stuff up!)
Influence: N/A
Status: Unclaimed
Log Pose Point Requirement: 20

Population: 0

Housing: 0/3

Army: 0

Weaponry: 0

Technology: 0



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#6

Perdavistus
New World
Island Description: 
Perdavistus is a stretch of sea where the ocean itself is not level, similar in nature to Enis Lobby,  however it is not a single circular pit of unfathomable depth,  but is like a giant rice paddy where the ocean gives way to "Steps" and layers where the ocean is held back by sheer cliffs,  the water around first layer being very shallow limiting ship travel as one would run aground on the shallow waters in most areas.   Each layer has an abundance of water falls that fall down to the layer below it,  while rock formations dot the area forming a beautiful scene and with grass and soil on the larger rock formations they provide suitable surfaces for agriculture and towns.   
Perdavistus is the name of the "Valley" while there are a number of small scattered islands throughout the odd step-falls called the Perdasian Isles that support civilization.  The isles are all connected by a Sea Train that runs across, up, and down the different layers serving to connect the Isles,  a safer mode of transportation than boats let alone ships due to the heavy currents that inevitability of being thrown over a layer's falls,  and not having to deal with the randomness of shallow waters and rock formations that lie in wait below the sea's surface.  
The Isles are fairly isolated due to difficulty in safely getting down into the layers,  the only convienient way to enter or exit being if not by airship than by the one small island-rock that rises up from the second layer up to the top layer (Sea level),  on which a dock and shipyard exists with elevators down to the layer below where you can board the perdasian sea train and explore the Isles.

The civilization that has flourished on the Perdasian Isles bares a lot of resemblance to chinese culture with a significant blend of Venice,  as many towns at least have some portion built out over the water with canals and narrow boats that move throughout them,  with ornate bridges and walkways that arch over the canals for those who prefer to walk.   Outer limits having gates to prevent casual or accidentally drifting out of the city limits and ending up being caught on shallows or falling over the Falls. 

The inhabitants of Perdavistus are very peaceful people and are not capable of defending themselves,  unique given the nature of the New World,  but they do not have to.  The difficulty of attacking the isles due to natural layout as well as the ease of barring access to trains is useful,  but it isn't all they have,  they also boast the Warrior Spirits.   Animate statues that are so large as to rise above the Layers,  each one well sculpted like olympian marble statues,  they move slowly when not aggressive,  remaining on top of large marble or granite bases upon which they stand,  but when Perdavistus is under threat they are capable of all the speed and fluidity of movement as a human would be capable of irregardless of their giant sizes.   They attack like highly trained warriors,  with stone spears, swords, shields, or bows rising up from the waters around their bases,  and will attack with the direct intent to outright sink ships.   An arrow from a Warrior Spirit is a terrifying prospect,  as wide around as a bus and as tall as a castle tower,  they sail through the air like freight trains.  

Persistent threats will see the Warrior Spirits leaping off of their bases to get hands on with their enemy.  

Species: Tropical wildlife.   Warrior Spirits- T5/each
Influence: Marines
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 6

Housing: 6

Army: 2 (Marine presence, not inhabitants themselves)

Weaponry: 1 (Warrior Spirits) 4 (Marines). 

Technology: 2



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#7

Kyriokua
New World
Island Description: Located to the west of Perdavistus, Kyriokua is a pleasant spring-summer island with rocky mountain formations that tower in pointed mountain ranges that cradle pleasant valleys and plains within them with a similar climate to their neighboring civilization,  having a somewhat wet environment that inspires lush vegetation and extremely fertile lands fed by step-rivers and lakes that house rice paddys and farmland.   There are no cities in Kyriokua,  but the whole island nation is dotted with independently owned lands managed by Local Lords who own estates with keeps and manors with walls that protect their workers who farm their lands for them,  and in return are given protection, food, shelter within their walls in the form of walled villages despite the safety and prosperity of the land. 

When a neighboring territory is failing it receives aid from others around it to get them back on their feet.   The waters of Kyriokua are said to be life-giving,  due to the vitality of the land around them and the fantastic health of the people who live there who can expect to live past the century mark.  All the old people who do hit that 100 year mark are revered as wise elders and escorted to the lavish Palaces that are built high up in the tall mountains where they live out their twilight years,  some lasting for another 50 years in the peace of the mountains,  while the monks who maintain the palaces and take care of the elders cremate the bodies of those who's time runs out.

An idyllic landscape with an idyllic people,  Kyriokua isn't without it's faults however,  as people often go missing.  Like clockwork as though the lands of Kyriokua were divided up into 12 swaths someone goes missing from each estate,  under the light of the first full moon of every new decade.   The people lock themselves in their homes before sunset on those days and keep their family close,  but every year someone is gone when they wake in the morning.

The mystery weighs on the people,  but it's soon history as lives carry on for the next 10 years. 

Kyriokua is capable of maintaining this peace due to the power of their Local Lords and each lord's own Honor Guard who possess familial powers that run through the Lord's bloodline which through ritual and ceremony extends to those chosen as one of the guards.   In times of great distress the Elders come down from the mountain themselves to face the threat to the island's peace,  each said to fight with the ferocity of a thousand men.

To dissuade invasion to begin with,  Kyriokua runs monthly festivals where they put on a contest of strength where the Honor Guards of each Estate compete locally before a grand festival is held at the end of each year in the center of the island where they compete with the other estates for a Champion title.   Visitors are permitted to enter themselves and pit themselves against the warriors of Kyriokua.

Species: T3: Honor Guard.   T4: Local Lord.   T5: Elder.   T6: Grandmaster.   Tropical wildlife,  including tigers and pandas. 
Influence: Independent
Status: Stabilized
Log Pose Point Requirement: 17

Population: 4

Housing: 6

Army: 3

Weaponry: 4

Technology: 2



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#8

Paradisio
New World
Island Description: 
Paradisio is an island teaming with vibrant colors and exotic life forms not found elsewhere that revolves around its odd rivers that glow a vivid blue and has a thick consistency almost comparable to a jam or jelly, but not sticky.  and not solid like a jello.  It can be swam in, though its easy to float on,  but oddly it can be breathed,  which is painful but not actually harmful.   It still provides all the necessities of life that water provides,  drinking it will hydrate you and is refreshing.   But it is also soothing,  and can be used as a salve that disinfects, cleans,  and actively heals injuries.  Any disease while not cured will be frozen and the effects reversed while drinking it daily,  bathing in it,  and generally existing on the island using this water replacement,  referred to as Ancient Tears,  as the water flows from the numerous stone faces that can be found around the island. 
Spoiler:

Shaped due to intended use as a banner for another island that I scrapped (Along with many other banners I don't think I'll end up using)



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The problem is that the Ancient Tears rapidly evaporate into toxic gas once they are more than a mile away from one of the ancient stone heads of the island,  preventing them from being contained and shipped as medicine.  

On top of this,  the island is, despite the Tears,  extremely inhospitable.  The plantlife of the island has evolved off of the Tears and as a result bares extraordinary properties.   Bioluminescent life forms are abound,  shining with bright glows that illuminate the island clearly at night and can be seen even during the day.  The light the plants shed is warm,  but deadly.  All glowing life forms on the island are emitting deadly levels of radiation,  slowly cooking you and already dooming you to your fate before you even start to feel sick.   Many people who drink or swim in the islands waters will feel fine for a long time,  but after leaving will find themselves weakening and growing fatigued easily as their bodies slowly blacken and deform to extremes,  and spread the radiation to those who may not have even set foot on the island.   

Toxic spores that were inhaled while on the island then sprout from their bodies,  bioluminescence causing the victim's eyes to shine as they become animate after a few hours to get up and wander in search of living creatures,  their mouths opening to radiate more of their glow,  and keep a constant flow of unseen spores that fill the air around them,  spreading the sickness and species of bioluminescent flower much like a dandelion.  

It's said that the key to eternal life,  the fountain of youth,  is on the island somewhere,  like a more potent version of the life giving waters,  and that there may be a hidden civilization on the island below ground.  Whether or not these stories are true remains unknown. 

Species: T6: Glow Spores.  Incurable microscopic spores that hang in the air for weeks that sprout into flower-like plants with glowing orbs for heads.   The light emitted by the grown plants causes radiation exposure,  radiation that is in high levels throughout the island.
Tropical-esque animal life,  including odd glowing species of tigers, panthers, bears, and wolves,  with a lot of oddly mutated herbivores and bird species.
Influence: N/A (Marine Patrols, marine placed warning signs)
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 0

Housing: 0

Army: 0

Weaponry: 0

Technology: 0



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#9

Sovnglade
New World
Island Description: 
Sovngladeis a colorful landscape that looks extremely inhospitable and poisonous with gigantic fungal growths like mushrooms with giant caps that fan out over plains of toxic looking wetlands that steam,  colored visible clouds of gasses wafting off from glowing veins around the bases of some of the giant mushrooms,  while thick huge crawling sprawls of thorn covered vines grow wild and untamed.

In reality Sovngladeis extremely hospitable.  The water is safe to drink right from the ground,  and the gasses emitted from the glowing veins leave one feeling pleasantly elated by the sweet smelling gas that improves concentration and energizes the body,  which in combination with the extremely fresh and crisp tasting water leaves one feeling very refreshed and youthful.  

The thorny veins are actually soft,  the thorns caving in like a foam,  and while plants are almost meaty,  having a chicken-like color and consistency when cooked,  the taste being more like pork while the thorns when cooked taste like buttered bread.    The mushrooms are tough to cut and one might assume edible like the vines,  are safe to eat but feel and taste like plain mushroom.  

Everything on this island looks toxic,  but nothing on the island is.   

For animal life,  the island seems to possess only amphibians.  Salamanders, toads,  frogs,  newts,  all nontoxic. No poisonous or venomous creatures.   As for insects,  oddly all bug life seem to be mammalian,  with soft furry bodies and cute features.   The largest of the "Insects" appear to be Sprites,  winged fluff balls with long wispy tails.   

The longer you remain on the island,  the more you drink or eat,  the more colorful everything seems to be,  the crisper you seem to see the world.   The mind feels clear and curious,  as though seeing everything for the first time.  (Anyone who stays on the island for more than 24 hours gains a temporary +1 perception,  +1 again at 1 week,  until you leave the island).

After 1 week,  the whole world around you seems full of new information you hadn't noticed before,  and most alarming you notice that the Sprites are human in shape,  like fairies right out of a book,  and carved into the mushrooms are whole towns of Sprites you had never noticed.  You could swear you should have noticed them before,  but it's like there was a whole invisible world around you the whole time.  

The Sprites can communicate with written language,  but their voices are too high pitched and small to hear.  If they have observed you to be good,  they'll be welcoming and try to talk by writing in the sand,  while if you are observed to be destructive or bad natured they may avoid you long before you gained the sight. 

At any time someone becomes overly destructive,  destroying mushrooms and the like,  or doing anything distasteful like relieving themselves in the waters around the mushrooms,  the area will fill with bright green gasses that crackles with purple sparks.   After which they will hallucinate to extremes,  to the extent that the whole world changes dramatically and they're lost in visions until they pass out only to wake up on a raft or their own ship that had been somehow pushed out to sea.  

That is the product of the Sprites kicking them off their island.


Species: T4: Sprites.  T6: Sprite Swarms.  
Influence: N/A
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 0 (6)

Housing: 0 (1)

Army: 0 (5)

Weaponry: 0 (Sprites utilize gasses that they seem capable of generating themselves with powerful hallucinogenic properties, they can command them while under the effects of it somehow.)

Technology: 0



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#10

High West
New World
Island Description: 
High West is vertical island that towers incredibly high,  one might easily mistake it for being the Red Line with how tall it is.   It has some plains and grasslands around the base of the island,  and then has more normal sized mountainous areas like foothills with sheer cliffs and waterfalls,  and not so terribly steep slopes upon which you might build.   But then everything takes a sharp skyward turn as the mountain just continues with a cliff face that stretches up past the clouds.

High West is so tall,  that it extends up through the White and White-White seas,  being taller than the Red Line to the extent that the higher reaches of the mountain gets to the point where it has no breathable atmosphere.   It is said that were High West to fall it would shake the world,  and send tsunamis that would be catastrophic for the North and West blues,  but it's tall enough that if it fell eastward it'd catch on the Red Line and if not form a land bridge form a less sheer surface easier to scale up to the top.   

Thankfully,  High West is highly stable,  with a base that is several miles wide.    Because of it's height High West is one of the two primary ways other than Airships to get to the White seas,  while the Knock Up Stream is in Paradise High West is here in the New World.  

The island surrounding the mountain is very hospitable with very standard vegetation and animal life such as deer and holds a classical city with paved streets.   A castle is built up a ways onto the mountain but not so high as to hit the sheer cliff face that reaches into the clouds,  but overlooks the city and port town that people first visit to stock up on before they attempt their climb to reach the clouds.

Because of the size of the mountain it disrupts weather patterns around it and protects the city from threats from behind,  making it a well fortified island.  The people of High West capitalized on that by building a large fortified sea wall that branches out from the mountain sides to form two giant arms that reach out leaving just enough space for 10 ships to enter the port side by side,  two giant statues standing on the ends of these arms.  With a mechanized switch they are capable of opening and closing in the arms to seal off their port,  and can even drain all the water from their harbor to interfere with ships that may already be on the inside. 

The people of High West are a noble civilization that respects their king and have mandatory military service for 1 year after which voluntary service is rewarded with Knighthood sooner or later.   

Species: Standard European animal and plantlife.   You can anticipate T1-5 Knights based on rank.
Influence: Independent
Status: Stabilized
Log Pose Point Requirement: 17

Population: 5

Housing: 5

Army: 4

Weaponry: 5

Technology: 2



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#11

Chill Haunt
New World
Island Description: 
Chill Haunt is an unmarked / nonmagnetic winter island within the southern calm belt of the new world that is a single flat expanse of ice,  not even visible from a distance unless you're observing weather patterns or very observant of changes on the horizon.   The sheet of ice is even below sea level,  a bowl-like ring forming around it's edges where the ocean tries to get in,  but gets frozen.   The water around the island is arctic-like and you can find chunks of ice floating a ways away from it,  forming into a more normal sheet of ice up to the ring that surrounds the actual island itself.

Below the surface of the water one would find that the flat top continues all the way down to the ocean floor like a sheer pillar.   At first glance it's a featureless nonredeemable tundra.  But towards the center of the island you'll notice the otherwise perfectly flat surface gives way to bumps and ridges,  no larger than shallow hills.  Traversing those hills reveals a great chasm that splits the island with bridges of ice hap haphazardly bridging the gap,  but there's nothing natural about them,  as all the bridges are perfectly leveled with the top surface or with one another like they were layered and measured out down along the inside of the chasm.  

The bottom cannot be seen through the thick mists below.  With no clear way to get down,  exploring the chasm seems like a dangerous task perhaps to no benefit,  a waste of time to find no end or a natural end where the two sides of the chasm meet.   But the mystery of the island remains,  the pillar of ice in the middle of the ocean,  the too perfectly flat surface disrupted only by the hills surrounding this giant fissure. 

But curiosity would be rewarded quickly as doorways can be seen encased in thick walls of ice on each level where the bridges extended from,  with walkable surfaces on the sides.  Breaking away the ice and breaking open the doors shows whole buildings that are connected by interior tunnels.   The place was once inhabited,  a station or underground city,  now dark and lightless.  Fixtures and switches indicate that it was once well lit and technologically sound,  with once-high quality beds and furniture    Dead bodies with not-quite-human skeletons inside hazard suits can be found in the halls with long-dried stains of blood,  a fight of some sort having taken place her at least decades prior.   In some rooms skeletons can be found without the hazard suits,  as though civilians or off-duty workers were present,  having tried to barricade themselves from something that broke through.   Skeletal limbs can be found with no signs of the rest of them anywhere nearby.

Spoiler:
With no lights of course:

The complex is huge,  easily enough to fit thousands of people,  a whole city's worth of space is present but no soul remains.   The only documents are in a language not seen,  looking similar but not the same as that found on the poneglyphs.   Shafts meant for some sort of lift remain empty with scratchmarks inside and torn cables,  their lifts themselves somewhere in the abyss below,  different lifts meant for different distances,  but a main lift can be found that was large and mechanical in nature with large gears on all corners that spin to travel up or down.

This lift will carry one down to the bottom of the pillar,  after a long descent,  into another complex smaller than the others,  but even more torn apart with holes punched through the walls in some sections where crystals the size of trees are growing inward into the building.   A far door seems to be an airlock,  with hazard suits laying empty on the floor in storage cases on the wall visible.  Opening the airlock,  the outside is a vast cavern surely large enough to fit a whole country in with a ceiling and walls that glitter with crystal formations,  all manner of crystals in all shapes and sizes are seen,  growing everywhere as though it were vegetation in a jungle.

The air is intensely hot within,  cracks in the ground releasing steam and water boils in rivers and lakes.   In some areas like forests the crystals grow wildly in thick barely traversable. expanses.

Spoiler:

Before long you get the idea of what might have killed the people above,  as insectoid creatures with crystal formations on their backs and forelimbs stir out from an apparent slumber as you discover the remains of a small group of bodies in hazard suits near the shoreline of a boiling lake, tears in their suits from behind and broken helmets.

A massive version will rise out from the lake in the center of the cavern after staving off the raptorlike bug-crystal creatures,  its head rising to the top of the cavern with a long body and a multitude of crystal-studded tendrils that can reach from it's place in the center all the way to the sides of the cavern.

Species: T4 Crystal Raptors (A lot!)  T5: Gemmed Behemoth
Influence: N/A
Status: Unclaimed
Log Pose Point Requirement: 22

Population: 0

Housing: 5

Army: 0

Weaponry: 5

Technology: 2+



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#12

Nephothotept
New World
Island Description:
Nephothotept is an unmarked island below sea level.  Oddly it is not within a bubble,  but somewhere along the lines the water seems to get thinner and thinner until it fades into a gas and you drop into thin air,  into a large pocket world with a false sky formed by the gasses that form clouds like a perpetual stormy night.   Light glows around the not-cavern undersea area from giant fleshy stalks that have bulbous heads that glow with yellow or orange light.   The floor of the entire area is fleshy with the smell of rot,  mixed with burning sulfuric scents.   Bones protrude all over the place while flesh-based "Plant" life grows all around.   In the center of it all are the remains of a gigantic creature that must have been from the same source as Zunisha,  as it's corpse is large enough to support an island itself,  but now it's body lies dead at the bottom of the ocean.   Barely identifiable,  it's unknown what manner of creature it once was.  But from its body oozes lava and from what may have been its head leaks an ethereal red substance that glows with heat.  

Beneath its body the ground is broke apart into fissures ending in spiked pits,  the head of the creature laying atop an island-like column surrounded by the cracks.   It's bones,  spine,  still holding fast serving as a bridge to investigate the red substance should one wish.   Throughout the whole area a shallow hum can be heard,  a hum that grows in intensity the closer you get to that head,  but it seems to emanate from thin air and not as though it stems from the body of the creature.   Over time the longer one remains,  the sound of a heartbeat gradually grows more audible and more frequent,  until after several hours one would hear the heartbeat of some giant entity as plain as day as though one were standing in front of it,  but no such heart is anywhere to be seen.

Shipwrecks can be seen broken around the area,  somehow having found their way to Nephothotept,  carried by the currents after being sunk,  or perhaps somehow pulled this way from the sea above?   Throughout the island unexplainable mysteries occur,  random in nature and frequency,  crewmembers may turn on one another as they are slowly driven insane by the things they see. 

After a few hours a tormented wailing can be heard and from the fissures will crawl out twisted abominations of random chaotic figures,  no two looking alike,  but each some manner of twisted perversion of life ranging from gibbering masses of eyes and teeth to shambling humanoids with single eyes and mouths that run down their torsos.  

The longer one remains in Nephothotept the stronger the creatures that arise will be,  wielding monstrous abilities and eventually creatures that warp your perception of reality. 

Species: Abominations.  T1-6.
Influence: N/A
Status: Unclaimed
Log Pose Point Requirement: 25

Population: 0

Housing: 0

Army: 0

Weaponry: 0

Technology: 0



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Re: Grandline Islands

Post by Administrator Clementine on Tue Feb 28, 2017 2:14 pm

#13

Fate Tempest
New World
Island Description: Fate Tempest is a Sky Island of the New White and New White White Sea,  accessed thanks to High West.   Fate Tempest is the island directly surrounding High West and the first thing someone traveling to the sky with it will see.   Fate Tempest due to the mysteries of New World climate isn't the same as what you'd find in Paradise.   First and most evident even before you arrive are the Mineral Spires which are vertically aligned and scattered throughout the island clouds and sea clouds alike.   They run straight through the seas like giant beams holding up the sky above.   Smaller spires jut out all over the place and mineral growths form tangled formations on the spires themselves making for a very rough appearance to the spires.

These mineral spires are useful as they can be used to scale up through the upper layer to get past the New White-White sea.   The problem is the bone-chilling hum that permeates the layer,  as though the mineral spires were moaning and weeping.   The sound strikes a cord in the typical psyche that sends shivers down one's spine.   As a result,  very few people live on Fate Tempest if they can help it.   For others,  it's a great get away.   Pirates and Revolutionaries have come and gone establishing their own hideouts hidden among the spires and clouds.  Some have built into the spires themselves,  others attempted to do so,  but those who do soon find the hum of the spires to be unbearable,  intense as though one were inside of a giant ringing bell.  As a result only the determined succeeded in establishing any construction within the spires themselves.    On the spires is another matter,  as they are not any more intense based on proximity,  the same constant hum and moaning on the wind remains in the air regardless, only changing slightly unless you go inside the spires.    

Walkways and rudimentary housing can be found spiraling up the spires of questionable safety ratings,  some spires having sturdier walkways than others.   If you want something more livable though,   the Island Clouds throughout Fate Tempest are riddled with hidden entrances tucked away in the clouds leading to mostly abandoned hideouts and facilities,  some may even still be active or have caretakers who live still present here on Fate Tempest.   Don't expect a welcoming committee though.   This island is a much less forgiving and welcoming place than its sister site back in Paradise.  There's no welcome arch and no one to greet you,  only the ominous mineral spires scattered throughout between the cloud layers and the unearthly hum as though tortured souls haunt these spires.

If not for the intense difficulty in climbing High West,  many would want to turn back.  Some may be captivated in wonder by the spires,  which could be a wondrous sight to many people.  Even the hum may be enthralling at first.   


Species: Barren
Influence: Pirates-Revolutionaries mix.
Status: Unclaimed
Log Pose Point Requirement: 20

Population: 0

Housing: 0-3

Army: 0

Weaponry: 0-5 (Varies on what hideouts you may discover)

Technology: 0-2 (Some hideouts may have been well equipped)





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As seen in my app.  Though the app overall was approved I don't know if I need to do anything else with the island or not.  Plus,  the new template that came out the same day is nice! New information to work with. 

#14

Merridianne Isles
Paradise
Island Description: Located close to the Red Line near Reverse Mountain, the Merridianne Isles hover over the Calm Belt upwards between the White and White White Seas.  Unlike most locations in the Whites,  the Merridianne Isles are made of earth and stone,  and have running water.  It's surrounded by a dead zone,  perhaps the Calm Belts influence on the White seas above,  separating it somewhat from the main bulk of the White Sea.  

The Merridianne Isles are considered to be more "Clean" than the common islands due to its removed nature from the world,  though the natural phenomenon of the isles limit the extent that it can be colonized-  Time is frozen in the isles.   To an extent.   The Isles slowly fall out of the sky every day,  starting with the highest points touching the White-White Sea,  and falling until the lowest points start to sink into the White Sea by night.  But every morning sees the Snap,  in which in the blink of an eye the Isles get reset as though all activity from the day before never happened,  and the isles never sunk.   This does not effect the memories of those on the isles when it occurs, and keeps people in the same spot relative to what they're standing on as they were when the snap occurred, but everything around them changes.   Broken bridges or collapsed buildings fill back in, drained wells refill,  food storage returns.  

A small spread out city exists on the Isles where the inhabitants live,  but new structures cannot be built,  making the islanders utilize only existing buildings that have been unchanged for generations.

The beautiful isles and the self-replenishing natural resources of the Isles are highly prized however,  making it desirable.  

It features Skytop, the wealthy upper isles boasting mansions and an estate owned directly by the Val'Clementine family.  
As for city,  it's referred to as the Town Sprawl,  the scatted city that dots the isles,  and the many stone bridges linking the bulk of the isles.

A dark side to the city, though hardly hidden,  is the Dragon's Den,  the human auction house.  It also refers the the mines below the Den,  where slaves mine from the tunnels within the floating islands,  the resources getting dropped through Drop Shafts that guide deposits to fall towards a port town below on the Blue.  Due to the distance,  the mined materials aren't taken back in the Snap,  but the mine still replenishes itself.  

Travel to the Merridianne Isles is done, if not by airship, by the Snap Lift,  A sturdy ship that falls to the Blue every day.   By boarding the ship,  you'll be taken to Merridianne when the Snap occurs and it appears back on the Isles for a few hours before it slowly tips and sinks through the Sea Clouds.   Four towers were built around the point where it falls and a giant net was constructed to catch and slow the fall of the ship each morning,  the net lowering below the waterline to allow the ship to float on its own after the fall was stopped safely enough for passengers to ride it down.  Docks are at the base of the towers,  though airship docks exist above on the isles themselves.

Species: Typical wildlife of deer, rabbits, ect.  Wildlife can be found in the same starting places each day when they reset with the Snap.  Convenient for livestock.  
Influence: Katelyne C. Val'Clementine (Val'Clementine Family IC) + Marine presence.
Status: Claimed (Gold Blood)
Log Pose Point Requirement: 17

Population: 5

Housing: 6

Army: 4+2 (Marine presence)

Weaponry: 5

Technology: 1





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#15

Barosha
West Blue
Island Description: Barosha is a summer island with an oppressively hot dry air that leaves one feeling as though there's nothing getting in the way of the sun cooking them alive.  It's hot as such that you can cook food just by leaving it out in the sun,  which those who live on the island make use of with dried meats being a common staple.  
The island is very canyonous and has many rivers and tall rocky plateaus, mesas, and Buttes.  No much plantlife is seen,  no forests or plains of grass.   What it does have though is a lot of short dry plants such as sage.  The largest plants are the tall cacti,  among species of smaller cactus that grow in bundles.   
Thankfully all the stone protrusions provide a lot of shade and the canyons can limit exposure to the sun,  and water is plentiful with wide rivers that flow out to the ocean,  though the land remains barren of greens.   
Of course,  you can't talk about Barosha without pointing out the tall mountain spire at the heart of the island which reaches towards the sky with a brilliant yellow-orange light blazing atop of it like a great lighthouse.  It can be seen from most of the island, barring common sense obstruction.   Part of a pair called the Twin Beacons,  its sister beacon being far north on the other side of the grand line,  the beacon of Edellion.  
By scaling the mountain one can climb to the summit where a granite shrine is built up around a brilliant topaz gem the size of a ship in the shape of a cube.  The circular shrine has shallow steps building down into a bowl shape where a pool sits below the gem in the center,  the topaz overhead.   Submerging one's self in the pool allows them to travel to Edellion,  by swimming downwards you'll see a blue light at the end of a smooth cylindrical tunnel.  Gravity flips on the midway point and when you emerge on the other end you rise up out of the twin pool.
Naturally,  traveling by this method means you leave behind everything you can't carry with you and it isn't available to devil fruit users without the aid of others to drag you through and lift you out of the waters.  

The civilization on Barosha is composed of sandstone and mud buildings baked in the sun with flat brown colors,  other buildings are carved out from the canyon walls to hide from the sun below ground cooled by the deeper earth.  The people often wear airy clothes and wraps worn around their heads to minimize exposure to the sun.   All windows have shutters and all their boats have veiled canopies overhead.   Bath houses are popular, with cooled water for an escape from the heat.  

Species: Desert species.  Lizards, cacti,  carrion birds, snakes, ect.   Apex predators are giant snakes and giant chicken-raptors.
Influence: Independent with marines
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 4

Housing: 4

Army: 3

Weaponry: 4

Technology: 0




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#16

Edellion
North Blue
Island Description: 
Edellion is a summer island with a highly humid forested climate with an array of wide rivers that snake through the island to connect with the ocean, wide and deep enough to sail average sized ships down.  The climate is not oppressively hot or uncomfortable,  it's just wet enough to make for an ideal climate for agriculture as the soil is very fertile and water is always at hand as fresh water flows through the rivers.   

Of course,  you can't talk about Edellion without pointing out the tall mountain spire at the heart of the island which reaches towards the sky with a mesmerizing blue and purple light that shines atop of it like a great lighthouse.  It can be seen from most of the island, barring common sense obstruction.   Part of a pair called the Twin Beacons,  its sister beacon being far south on the other side of the grand line,  the beacon of Barosha.  
By scaling the mountain one can climb to the summit where a marble shrine is built up around a brilliant sapphire-amethyst gem the size of a ship in the shape of triangle.  The circular shrine has shallow steps building down into a bowl shape where a pool sits below the gem in the center,  the sapphire overhead.   Submerging one's self in the pool allows them to travel to Barosha,  by swimming downwards you'll see a golden light at the end of a smooth cylindrical tunnel.  Gravity flips on the midway point and when you emerge on the other end you rise up out of the twin pool.
Naturally,  traveling by this method means you leave behind everything you can't carry with you and it isn't available to devil fruit users without the aid of others to drag you through and lift you out of the waters.  

Mountains run through the island making the island feel tucked away and more isolated from worldy troubles,  though that's hardly the case.  The island has seen a lot of war over the years over the valuable land that they possess.  The people of Edellion have grown proud of their lands and the glow of their Twin Beacon.  It's very well populated sporting a fortified castle and a sprawling central city with a few villages scattered around.    It boasts fortified walls along their main coast that's the least naturally defensible,  being open without the mountains in the way of would-be invaders or simple merchant passage.  Stone watch towers looming beside the river entrances upon which marksmen keep watch behind their landbased cannon platforms.  

The people are governed by a matriarchy,  managed by a queen and princess without having a king position at all, the queen having multiple husbands in the form of Warlords who don't have claim to the queen's daughters but do claim the sons.  Despite divide within the monarchy the nation isn't particularly unbalanced,  men aren't inferior,  there is just a sheer divide between Domestic and Defense.  There is some cross over where women can be defensive while some men are domestic,  but generally political and familial affairs are kept with the women of the house while the men manage construction, protection,  and both play a part in agriculture.   They have a small but highly trained navy on which they strike a balance between the sexes considering both two halves to a whole,  their ships being exceptionally well run like a well oiled machine.  Generally with both a Captain and a Warmaster who takes over during battles, though both train to fill in the roll of the other if anything happens.



Species: Asian wildlife.  Winged pandas,  tigers,  owls, giant river snakes, and Can find giant crocodiles that look like chinese dragons, komodos, and gators fused into one. 
Influence: Independent, Revolutionary underground, Marine presence.
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 5

Housing: 5

Army: 4

Weaponry: 5

Technology: 2





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#17

World Root
New World
Island Description: World Root is an impressive network of colossal stone arches that are entangled about one another like the roots of an impossibly large tree.   Each arch has land around their base where civilization has flourished as the world's second most powerful navy,  though with their close alliance with the Marines they are almost one in the same.   The Marine presence on the World Root is thick,  and runs deep,  to the extent that all of World Root is practically one large Marine HQ.  Few places are as welcoming and supportive of the marines.   World Root has massive docks and shipyards to support all the naval activity and numerous beach fronts that make it a desirable spot on anyone's journey to relax and soak in the view.    Locals express how the arches that tower overhead like mountains make them feel more safe as though the earth was holding them close protectively.

The archways aren't just for looks though,  but tunnels built through the arches themselves support secret rooms and passages,  while main central lifts extend up to the topmost surfaces upon which one finds rich soil for farming,  making the bottom of the arches port cities while the tops of the arches sport farmlands and ranches,  and a few estates of the wealthy though it takes up valuable farmland,  so it is discouraged and those who do pay heavy tax on their property unless they open it up what land they buy to farming,  so as not to waste the available farmable land.  

It is often used as a meeting place for wealthy merchants, marine officials,  and nobles of countries alike who make it their destination because the security of the city which sees very low crime and does all it can to make people feel well protected within its borders,  having massive naval cannons to protect from rogue ships and marines on every street,  with well crafted stone walls reinforced with steel,  and the most fortified places having dominating titanium walls with seastone bands that help add just that extra layer of intimidation and reinforcement. 

Over the main city bulk where the castle lies,  the city extends up onto the arch above where a small secondary port is established to cater to the occasional airship,  with a personal royal airship protected in a secure hangar allowing for personal trips or quick escape by the country's royals.  It also provides a large space where citizens can escape to and use as a safe house after the airship leaves.  Not as safe as leaving,  but it's something to ease their minds if the cities are under attack.   Others may make their way to farm houses up top or hide in the stone tunnels within the arches themselves to seek shelter.



Species: Coastal. Lots of fish species, birds, crabs, starfish.  Domestic animals throughout the cities, and lifestock on the tops of the arches.  No dangerous species except Nidohan.
Influence: Marines
Status: Stabilized
Log Pose Point Requirement: 17

Population: 6

Housing: 6

Army: 6

Weaponry: 6

Technology: 2





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#18

Savaht Vista
Paradise
Island Description: Savaht Vista is a wide open island with some mountains but dominated mostly by grassy plains and some woods.  It is notable for being a raised island with cliff faces blocking access from the sea except by stairs carved out of the mountain side unless you enter from the single main port area where the island's shape caves in to reach out and then sharply turn inwards to form an "Arm" archway that reaches out over the harbor area that then has a less sheer cliff area with a small port town on it where ships can dock and take well made roads up to the top of the "arm" and from there you can travel across to the mainland where it opens up into the wide plains.

It's a wild island with most of it being uncultivated like a wildlife reserve and for good reason , as a number of unique species live on the island not found elsewhere... Including ferocious beasts that keep the island's population in check and keep humans from establishing a safe society inland.  The port town is mostly run by pirates who built up a community of hunters who have taken to having contests of survival where they come up with various challenges and in order to maintain their fun established a "Savaht Order" that manages the island's creature populations and will place job listings for hunters to take up usually designed to help the island's growth by hunting specific creatures that are starting to roam too rampant,  and they help penalize hunters who kill without being licensed to do so.  If one beast is "Out of season" the Savaht will punish those who kill them,  in order to make sure no species dies out and as a result the island's games get to flourish,  keeping the finite resource in circulation.  In many ways the Savaht cares more about the island and it's creatures than the pirates who populate the port town.

The Savaht Order grew more bold in the past generations and has since established a monastery like hall atop the tallest peak that overlooks most of the plains from which they send out hot air balloons with telescopes that keep a watchful eye on the creatures,  and any hunters out in the field.  It's from these balloons that they can more easily keep tabs on the wildlife,  in addition to sending out their own survey teams to get up close to the beasts in the field,  and also run rescue operations to retrieve fallen hunters or at least recover important items on their person and confirm a KIA to send word back to the town that so-and-so has given their life to the hunt,  and name the beast that did them in.

Species: Savanah; Lions, Giraffs, Zebras, ect.  Apex predators are Griffons,  Mantacores, and Titanodons (Which look like hippos the size of houses with stone-like plate growths armoring them up,  horns along their heads and backs,  and giant maul-like tails).  In addition,  there are Endangered species which can be of similar ferocity,  but are generally low in population making them more scarce and rare to encounter.  The Savaht manage them though, as due to their ferocity they might easily dominate the ecosystem if allowed to flourish too much.  Make up what you'd like. 
Influence: Pirates
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 3

Housing: 3

Army: 2

Weaponry: 4

Technology: 0-1





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#19

Sea Labyrinth
New World
Island Description: Sea Labyrinth isn't an island at all in fact.  It is an unmarked location that doesn't attract a log pose,  and is a bit out of the way of any normal routes to the extent that it's halfway extended into the northern Calm Belt.   Sea Labyrinth is,  as you might imagine,  a labyrinth of stone brickwork that forms a massive island-sized area that rises up out of the sea.  You can navigate boats, not ships,  through the water ways throughout the complex structure,  which branch out in many different directions in blocks.   Upper layers can't be reached by boat where one would walk through the seemingly endless maze,  and lower layers require diving to which is less than desirable if you are not a mer or fishman.  

In addition to the obvious corridors and walkways,  bridges crossing gaps,  are hidden passages and chambers tucked away unceremoniously within the walls.   If you didn't know what to look for,  laid out in secretive maps you might find anywhere in the world,  you could be lost for days within the Sea Labyrinth without ever seeing anything new or unique,  only the uniform perfectly shaped bricks,  each wall smooth without much apparent wearing down over time,  each hallway or bridge perfectly shaped to the exact same dimensions as every other one.  

Some swear that they repeatedly find themselves wandering back to the same spot despite being certain that they kept track of where they were going and made deliberate attempts to take differing routes.   Out of every dozen lost souls who dare the labyrinth,  only one or two find their way out again.   Some suggest that there is a very tangible property to the labyrinth that plays with the mind in ways that strain human perception.   Solid walls that suddenly give way to openings that were always there for example.  Rooms that toy with the sense of distance, time, or size.    You may be walking down a corridor only to hit your head against a ceiling,  as you found yourself in one of the unique rooms that look like every other place until you run into the oddity,  the ceiling actually having been getting shorter as you walked.    

Only in the moment of your running into an oddity does the mind snap into focus and realize what mystery is at work,  suddenly becoming aware of the hole in the wall or that the hallway ahead of you is shrinking after you hit your head.  

The purpose of the labyrinth is unknown,  it's creators can only be guessed at.   Whether it's the work of a devil fruit or the work of an ancient race is anyone's guess, as there are no markings anywhere yet discovered.   Any markings left behind disappear, not sticking to the walls,  the bricks smoothing themselves back out when carved.    The only reliable way to keep your barings is to bring with you a long spool of something to trail behind you.  But some have crossed areas they were sure to have passed before only for the rope or string to be gone, backtracking eventually revealing something had cut it. 

Species: Lots of amphibians,  eels, fish, crabs.  Gators and sea snakes.  Sharks, Fighting Fish,  and Sea Serpents.  Including unique creatures up to the imagination.
Influence: N/A
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 0

Housing: 0

Army: 0

Weaponry: 0

Technology: 0






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#20

Trojan Dark
New World
Island Description: Trojan Dark is a varied climate island that consists of smooth rolling hills of grass and large bushes here and there. It's so huge that the majority of the island extends into the southern calm belt.   A small village farms some of this grass land with a quiet people that fence themselves off from the woods.   The towering gigantic woods that dominate the island not too far inland.   Each tree is colossal in scale,  being as big around as castles and towering high up with smooth trunks and increasing frequency of branches the further up they go,  it doesn't take far for the forest to become as dark as night,  growing only darker the further you go.  

The locals from the town by the docks warn visitors of the dangers of the forest,  saying how easy it is to get lost in the shadow of the trees.   Speaking about the monstrous predators that call it home.   Entering headless of their claims,  they become quite true as even the plants get larger.   Giant rabbits the size of horses may be your undoing let alone the actual predators.    Giant owls waiting in trees easily capable of silently swooping you up from the tall grass as though you were a mouse.   Spiders and centipedes from your nightmares,   it's clear that most humans that step into the woods are at the bottom of the food chain. 

To help somewhat,  it appears past humans have left safehouses behind built into the giant trees,  carved inside the trunks leading up into the upper reaches.  Staying low to the ground is certainly a hazardous proposition,  with snakes the size of rivers and where even the vermin are large enough to prey on you.  Go deep enough however and you'll find a clearing in the heart of the island where the trees give away to a grassless pit with shallow curves leading down to a stone square upon which the ruins of an ancient stone city are built upon and down into with undercrofts.   

Setting aside the intense feeling of being watched and of something being wrong,  the city is quite elaborate and well preserved,  though the pit the city lies in suggests that it was perhaps unearthed sometime shortly before, during, or since the lost century.     In the very center of it all,  the very center of the island,  is a large step-pyramid with a central staircase leading up to the main entrance with an altar and engraved murals depicting a goddess figure from which bleeds a red liquid from the eyes that glows with heat, giving off a vaporous red smoke,  flowing as though tears despite the uncomfortably wide smile of the goddess statue. 

The red liquid trails up from a small reservoir around the base of it to trail out along either side to run through channels carved into the depictions of many scenes relating to whatever story the civilization had pertaining to the goddess figure.  A single bonzai tree grows from the font at the goddesses feet,  a single fruit growing from its branches.   A normal pear.  You get the impression that it would be a bad idea to pick it.  (Someone could use this for their quest for a fruit! The pear turning into their devil fruit of choice!)

To the sides of the chamber are doorways leading to a variety of rooms throughout the temple for whatever purposes they had back then,  different rituals or preparation rooms,  living quarters for whatever cheiftans or religious leaders lived there.    Keep following the way down one might find a secret door opening up to a maze of traps that leads to a giant treasure vault so large that they built multiple stairs that branch out to the left and right that lead down past the surface of the hoard,  and large bridges that span across the top over it all leading to a central platform upon which a large skull shaped gem sits.  



Species: Megafauna- Classical forest species,  but all are giant and often more fierce.  Titan variants are even more gargantuan with spiked growths and rippling muscles.  T6: 
Influence: Pirates
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 1

Housing: 1-2

Army: 0

Weaponry: 1

Technology: 0





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#21

Dusk Velvet
New World
Island Description: Dusk Velvet is a winter island, though there is no snow,  it's always cold and chilly.   Though that's hardly the first thing one would notice.  Even from the distance you can see the black dome of clouds that forms around the island,  obscuring vision of the island itself even as you near,  passing through thick fog before you break through to see the actual island.   The island itself is dark as though always night while the cloud-dome of gasses sparkles like a starry sky.   Light gets filtered through the clouds to cast the island in a purple light,  coupled with a purple haze that puffs up from the island in spurts from fissures and column growths of minerals that dot the landscape, some towering almost all the way up or into the dome itself.    Other minerals growing in different structures akin to stalagmites,  giving the impression of being in a cave deep deep below ground.

Along the coast of the island are many tidal pools created by the rough rock landscape,  the island itself being one giant mineral with little soil or dirt,  the purple air and the color of the growths making it look like an alien planet complete with it's own array of stars and constellations in the sky due to the mentioned glittering in the cloud-dome.  Life that rises on the island is mostly based around fungus species that feed on the gasses produced by the vents and on the minerals themselves,  with other species that feed off of those species and so on.   The island is very wet with a lot of lakes and ponds that are often connected in underwater tunnel systems.  

Smooth channels on the surface of the island itself seem to work like drains allowing water to flow from one pool to the next either in constant streams or during occasional bursts due to hot springs.   These channels are also used for some less thrilling systems in which parasitic eel creatures smoothly travel around like worms being poured down a drain pipe or slides.  

Humans live on this island in shanty towns on stilts and around the thick mineral columns to distance themselves from the ground,  as water flows randomly and to keep the eels out.   They live mostly off shelfish, giant snails and bugs the size of dogs that roll into balls,  supplemented with fishing,  and off of the wide variety of mushrooms.  Most of which are inedible, but some are good and can replace vegetables and fruits.    The eels however,  are not edible due to the risk of their offspring surviving the cooking process,  being parasites that are a death sentence but nobody will even notice for weeks that their friend or family member was dead long ago and now controlled by the parasite while they mature inside.  

Species: Fungus based organisms and mega-parasites.  Large mushroom-hulks, eel-things that inject mind-controlling parasites into your veins,  rock golems,  and mutant husks of humans who tried to explore or got shipwrecked in the past.
Influence: n/a
Status: Unclaimed
Log Pose Point Requirement: 18

Population: 2

Housing: 2

Army: 1

Weaponry: 4

Technology: 0





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#22

Vertigo Rust
Paradise
Island Description: Vertigo Rust is a centuries old long abandoned island that was once a bustling center of industry boasting many machines designed for use in construction and the creation of products ranging from ironworks to machining pipes and creating large vehicles designed to excavate the earth or move materials.   Rudimentary forms of automatons still roam the wastes that are now known as Vertigo Rust.  

The landscape is full of the broken down husks of old heavily rusted remnant mining and other industrial facilities.   Giant cranes and mechanical vehicles dot the landscape,  which is a large swath of scrap and rubble with rivers that run orange due to rust,  an orange haze settles over the air with overcast skies that remain stagnate until storms arise,  causing more rust to be flaked off to make the air thick.   Life is almost entirely dead on the island leaving only weeds and root plants among mushrooms and mutant species that have adapted to the toxic rivers and sludge. 

What it lacks in living organisms though it makes up for in the barely functioning artificial life forms that rise up from the scrap to seek out and destroy detected signs of human life.  Skeletal robots trudge slowly through the ruins or roam the sparking dimply lit interiors of the various long lost facilities of the island.   Some of these remnants taking the form of old mining claws and demolition bots that rumble back to life sensing the signs of potential invaders.   There's an almost desperate quality to their attacks and relentlessness. 

The most dangerous threats are the swarms of silvery particulates that seem to have comparable intelligence to wasps,  who attack by invasive digging their way into the body through any surface available,  swarming through orifices to tear them apart from within.    Upside is that they only appear in groups,  not in single hard to notice individual threats and when the majority are destroyed the rest fall inert until a new swarm comes close enough for them to integrate.  

Humans do inhabit this island mostly on the coasts far away from the bulk of the wasteland where they can survive on fishing off the coast and the fresh water springs,  though it's a slow to replenish resource that they have to supplement by donning hazard suits and scavanging the island or making treks to other springs that haven't been contaminated in order to stock up and return with it.  Bringing back scraps and useful materials from the ruins to take back which they use to help fortify their shanty town and construct things,  being home to a lot of cyborgs that have come from all over with a variety of their own personal histories of how they became the way they are,  others having become cyborgs here on Vertigo Rust by the Gear Heads that live on the island,  some as hermits among the ruins others in the shanty town itself forming a technocratic council that governs the local population and operate the old abandoned cannons built up in defensive positions.  While old,  the mechanically minded scientists have brought them up and running and use them to defend their island from invading forces.    

Most of the people here have stories to tell of Marine brutality and punishments,  others having suffered at the hands of the World Government.  As a result Revolutionaries are welcome here and many become one themselves.   They defend themselves well with the old cannons and of course many of the cyborgs have their own weapons to bring to the table.

Species: Only vermin,  but also odd crustacean life forms that adapted to using scrap as defense.   Artificial life forms of animistic intelligence roam,  like giant construction machines only vaguely animate,  old security systems,  broken robots.
The crustaceans range from T0-2, with the odd mega at T4.   Artificial life forms can be of any tier including T6 threats, though of rarer frequency.  
The Silver Swarms are T4.
Influence: Revolutionaries
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 3

Housing: 1

Army: 1

Weaponry: 6

Technology: 1





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#23

Grimvalda
Paradise
Island Description: Grimvalda is a bustling city-island where the majority of the island is overtaken by a sprawling city with stone paved streets and sidewalks with wooden houses built with swooping architecture that has a fetish for putting spires wherever they can fit.   There are multiple castles that dot the cityscape built atop many hills,  the landscape once having been a landscape of rolling hills now amounts to a rolling landscape of hills and streets.    Pumpkins carved with faces line the streets all over the place and the people here have an almost religious fervor over the symbolism behind bats, cats, and pumpkins.   There are pumpkin everything to be found  here,  pies, cakes, cookies,  drinks,  chili's and soups with pumpkin chunks,  stuffed pumpkins.   Orange, Purple, and Black are the dominate colors here followed by Green and white.  

The moon is always full in Grimvalda and abnormally large,  the day/night cycle is upset here wherein night is as long as days usually are and the people sleep during the day to become active at night.   They dress up in robes with pointed hats,  while the primary mode of transportation are broomsticks that are capable of hovering over the streets up to 30 meters off the ground,  though they cannot fly when not over the odd purplish stones used in their streets and roof tops.   

A novelty of Grimvalda are the many shops that teach "Alchemy".  Which is just their own brand of chemistry using the odd plantlife found growing on their island in fenced off park areas where they set aside to prevent the city from overrunning everything.   The practice of this alchemy results in a variety of effects that almost seem magical,  achieving effects comparable to dials.  Potions,  Potions,  medicines.   Grim citizens all carry a variety of their favorite mixtures in vials carried in or over their robes on belts with slots for holding them.  

Every citizen learns to practice it and their form of higher education takes a scholarly approach of research and experimentation to push the limits and discover new reactions.   Many of their universities are actually quite secretive and outsiders aren't allowed in,  citizens being punished for sharing their knowledge.    But,  outsiders are more than welcome in the streets and the shops.  They openly sell novelty potions and more serious tinctures to cure disease or heal injuries.  Some even sell potions that change the way you look!  (IC excuse for FC changes!)

They're always looking for new and exotic plant species so many merchants stop by to sell plants they're interested in that don't grow in their island.  Pirates and explorers can sell unique plantlife they discovered on the grandline. 

They harbor revolutionist tendencies as they are against the control of the world government,  disliking their pestering and view them as a threat to their way of life,  which is very free despite being fairly strictly run by a council of elder scholars.   As a result they are favorable towards the revolution and will harbor revolutionaries and give them support.

Species: A lot of bats, cats, and rats.  Traditional forest life outside of the towns.  Pumpkin creatures thrive,  the Jack O Lanterns,  which exist in small pumpkin sizes to large monstrous ones the size of a house.  Some even shrink and grow,  making size unreliable to judge on.
Tiers 0-6.  Though with less frequency of 4+.  It's a busy highly populated place.
Influence: Independent-Revolutionaries 
Status: Stabilized
Log Pose Point Requirement: 17

Population: 6

Housing: 6

Army: 6

Weaponry: 6

Technology: 2





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#24

Ocean Grey
New World
Island Description: Ocean Grey is large stretch of sea where an island sits directly at sea level with many natural dips and hills that place it below or higher.   Being a mostly flat expanse this has caused the island's surface to wear away in time becoming a vast marshy swampland serving to annoy travelers who must sail their ships around the expanse,  but cannot use it to make landfall or restock.  Like a large shelf sitting just beneath the surface,  some areas thinner than others.   Through the majority of the location tall grasses and trees grow up out of the water.  It's full of life,  just mostly the unpleasant varieties.   The same goes for the human presence on the island.

Because of the incredible inconvenience to pursue anyone in Ocean Grey and the inability for the marines to sail their warships here,  it is a convienient escape for pirates who find refuge here by building a town towards the center of the Grey,  built on what raised land they can find or in the shadows of tall mangrove trees that are relatives of those seen at the sabaody archipelago,  though there are only a few in Ocean Grey and are smaller in stature than the massive wonders seen there.   Houses on raised land are usually done with stone foundations while others are wood and built on stilts with walkways and many rowboats used for getting around the Grey.

The pirates that choose to live here have to work for their meals,  as there is no specific farmland or livestock.   Instead they hunt in the marsh and devise means of gathering from the wild.   Spotting the tops of edible plants that hide beneath the waters,  digging holes and setting traps to catch fish, crabs, and eels,  hunting crocodiles and large sea snakes.  The derivative species of mangrove that grow here produce seed pods similar to coconuts though growing the size of beach balls from which they gather fresh water as well as a food source.

Most people who hear of Ocean Grey assume it's a hell hole and an unredeemable wasteland,  but those who have lived there the longest have a sense of natural beauty to be found,  among the giant (But not titanic) mangroves and the abundance of life that thrives there.   But Ocean Grey is more than what is seen at a glance,  as one may notice that despite the marshes the swamplands don't smell unpleasant,  and one of the dominate insect species are the lampdragons,  dragonflies that developed bioluminscent tails that glow like candlelights,  forming nests in some of the woody patches making them appear as though there are natural lanterns dotting the Grey. 

The lampdragons are an easy going species similar to honeybees,  in which they mind their own business and don't mind proximity to humans unless you agitated them deliberately.   In their glowing nests can be harvest "Sunfruit",  orbs of crystallized lampdragon honey that forms like a bundle of sticky grapes bursting with flavor,  growing in clusters in the core of the nests and in patches along the outer walls of the circular nests.    The lampdragons are very passive and will allow the central cluster to be taken so long as the ones on the walls aren't harmed,  and wont retaliate if they are left with a mangrove flower,  exotic flowers growing at the tops of the mangrove trees.    Sunfruit is very sweet and the insides aren't hardened yet,  being a gooey center.   Only the sunfruits on the walls house the lampdragon's young. 

Species: Lots of amphibians,  eels, fish, crabs.  Gators and sea snakes.   May run across swamp monsters.   Large crocodiles may run up to T3.  Sea snakes can run to T4. 
Of unknown origins, the Swamp Monsters you might encounter are diverse in scale running all the way up to T6 for the largest.  
Influence: Pirates
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 1

Housing: 3

Army: 0

Weaponry: 4

Technology: 0





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#25

Square Folly
Paradise
Island Description: (What kind of Island is it, Winter, Summer, Spring, Fall, varies? What's going on on the Island or what's the history of the Island? Get creative, we'll tell you to reel back if need be.)

Species: Plains and forest species.  (Deer, elk, rabbits, ect).  Lions, bears,  and mega-arachnids.  
Influence: N/A
Status: Unclaimed
Log Pose Point Requirement: 17

Population: 3

Housing: 4

Army: 2

Weaponry: 3

Technology: 0





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Last edited by Admin on Wed Mar 01, 2017 11:15 pm; edited 1 time in total
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