Post by Blaka on Feb 7, 2016 11:52:26 GMT -5
created by @squash
Name
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Memory Peak
Society
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A population of people from all walks of life, from veteran pirates and Marines to refugees and Bounty Hunters. Though no term for the people here is used, they can be referred to as Peakan by outsiders.
Size
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Relatively small approximately 42 square miles or roughly 109 square kilometers.
Location
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Memory Peak is located in the Southern reaches of the Calm Belt right above the New World and is positioned one day's worth of travel away from Reverse Mountain.
Climate, Seasons & Weather
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Though it isn't a true Summer island akin to those of the Grand Line, Memory Peak is for the most part a sun drenched paradise. During Summer, which can take seven months of the year, the island is more or less bordering on either an intense broil or a mild heat. Temperatures can easily stay at the triple digits all season long but luckily the nighttime can cool things off. When it's not raining fire on Peak, the weather can be quite pleasant during Autumn and Spring. Unfortunately, Winter does not exist on this island so don't be expecting any snowfall to happen anytime soon. As for the other two seasons, Autumn arrives right after Summer ends and begins the coldest season on the island. Though from an outsider's perspective this climate isn't entirely too cool, for someone who has lived a large portion of their life on Peak, Autumn is a nightmare. Temperatures drop to around 55-60° F or 12-15° C. With Summer being so long, Autumn does not take up a large part of the year and only endures for generally a month to two months at best. The rest of the year is delighted with the pleasant warmth of Spring that persists for three months at the most until the sweltering Summer returns again.
Island Appearance
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At first glance, one can see the entire landscape painted over in luscious shades of green with occasional breaks of warm grey hills mounted high above the viridian fields. Aside from the natural scenery, there is a towering black steel perimeter guarding the entrance to the island's inner sanctum which is itself located somewhere deep in the thick jungle. The perimeter alone does not surround the shores but is instead situated about a few meters before the land turns to sand. Along with the perimeter, there are multiple stations riddled across the border of the island keeping constant surveillance on the seas for any visitor.
Inside the chaotic mess of branches and leaves lies the true gem of Memory Peak. The first thing any visitor will immediately notice is how the land actually declines as they further approach the inhabited spaces. The living space of the people is so sunken that if you were to have a clear view of the villages, it would all appear as a small crater. Though the island is small, the densely congregated population can all be seen living surrounded in the middle of the thick emerald clouds. Numerous stone houses riddle the landscape, all positioned at extremely different elevations due to the rolling hills and slopes seen all across the island. Along with the jutting landmasses, there are countless bodies of water ranging from waterfalls that succeed into rivers and end up into lakes. Fortunately for a Summer island, the townsfolk all use these waterways to compensate with the little rainfall that occurs by using it for sustenance, maintenance, and so on.
Flora and Fauna
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The entirety of the island is an environment rich in flora, with trees, bushes and other vegetation making up almost the entire landscape. Generally speaking, almost all of the island's green scenery is located around the borders of civilization with the exception of the farming grounds located in one of the cities. When it comes to the fauna that inhabit the island, most are common creatures that any other sea would have such as rabbits, pig, wolves and various birds. It is no different than even a Blue Island's ecosystem with the only exceptions being the extraordinary few predators that dwell the deep jungles of Peak.
The Hippovampus is amongst the fiercest predators on the island and even in the midst of New World veterans are highly considered extremely dangerous. As the name suggests, their bodies resemble that of a hippopotamus almost exactly save for size. With just the puniest of these beasts measuring at a height of 15 feet and a length of 40, seldom will a resident encounter one intentionally just for kicks. They are known for being able to crush boulders just by sitting atop of them but can also run at the same speed as a hound in its prime. Though they are deadly in size and speed, the reason for their name came not from the immense strength they carry but for the downright disturbing way they kill their prey. Instead of breaking a neck or trampling its victim to death, the Hippovampus will suck every drop of blood out of its prey and take it back to share amongst its brethren. Luckily for the rest of Peak's citizens, this animal only roams in packs of four at maximum and can easily be dispatched by aiming at the center of their eyes, the thinnest part of their skull. However should one miss, they will remember their attacker for the rest of their natural born life and hunt them down relentlessly when confronted again. [Danger Level: 10/10]
Though not nearly as powerful as a Hippovampus from an individual based standpoint, the Sparker in a group effort can overpower the behemoth with inescapable agility and unparalleled ferocity. They were once said to be ancient creatures untouched by time which is not far fetched as Peak remained relatively free of human contact for hundreds of years before it became populated. Many believe them to be descendants of the velociraptor as the two species are nearly identical with a few traits splitting them apart. For one, the Sparker can grow considerable larger than the typical raptor height of 2 meters with the largest one in history being able to face against a full grown Hippovampus. Their sharpened accessories are more than capable of slicing through steel plates and Sparkers have, on rare occasions, been known to utilize wind based attacks. The giant lizard also has an extra set of retractable claws in case they need extra muscle in taking down their prey. Now, the reason they are named Sparkers comes from an urban legend. According to a story told long ago, a hunting party back in the old days encountered a single Sparker. Without warning, the beast sprang upon the crew and in a blurry carnivorous frenzy, the team had all been killed on the spot with just a single survivor to tell the tale. Their legendary speed is said to be on the levels of CP9's famed Soru though none have ever been able to confirm this myth. [Danger Level: 9/10]
The Empress Blossom has to this day eluded any and all residents of Peak from identifying just what the hell it is. Appearing as neither an animal nor a plant, the floral ravager is known for acting alone and will actually compete against others of its kind to establish dominance. At a normal state, the Empress appears as a ten foot tall cyan tree with black vertical ellipses running along its bark. Its surface is layered in a surprisingly glossy sheen that has been known to cause paralysis from a single touch with the varying time affected lasting from days to weeks or, in rare fully embraced instances, a year. Its roots are capable of digging into the ground so deep that even the Hippovampus can not dig it out alone because in addition to possessing a poisonous surface, the Empress Blossom has a bark that is considerably harder than steel. A testament to its strength was seen years ago when an idiot traveling the forest managed to escape a Sparker by having it break its claws upon the Empress Blossom's skin. Along with being able to withstand insane amounts of punishment, the tree is also known to run away from humans for whatever reason by retracting its roots and sprinting away on its disgusting shiny tendrils. Now, when it comes to the naming of this...thing, most people were unsure what to call it. Many wished to leave it alone while some yearned to study it for its durable bark and poison. What it all came down to was how the Empress engaged in combat. Once it has been provoked to fight, the Blossom will root itself to the ground with a few of its tendrils and literally blossom forth an endless array of cyan branches with the flexibility of a tentacle. The creature will then proceed to pick up objects with is countless appendages and throw them at the target whilst attempting to paralyze its foe with their naturally produced poison. The Empress part of its name came from a joke that the thing was merely trying to become the ruler of all trees by adopting every fruit on the island and keeping it attached to its branches. Though it acts in solitude, runs from humans and looks preposterous, the Empress Blossom has enough tough skin to go up against any predator on the island without fear. [Danger Level: 6/10]
Inhabitants
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Memory Peak is a culmination of a simple idea: coexistence with your fellow man regardless of your differences. Despite harboring principles that may contradict those of one's neighbors, the people of Peak still succeed in living in complete harmony and peace. Though they may squabble at times over trivial matters, the vast majority of its population has had enough of the toils and troubles of the outside world and only wishes to retire. If that means living in concord with others who were once former enemies, then so be it.
But of course no island can truly have an absolutely homogenous group of residents who share a universal philosophy. Some simply tolerate having their foes next to each other while others legitimately put aside their hatred and desire to live in tranquility and happiness. It all differs from each individual demographic with the trend implying the bigger the population, the likelier one is to be open-minded. Obviously this is not a set fact but merely a pattern that is observed through interactions with all the different people on the island.
For the most part, Memory Peak is made up of 70% adults, ages 35 and over, with 5% making up the young adults, ages 20 to 35, and 25% of the island made up of everyone else. A vast amount of adults is actually a tie between Marines and Pirates despite the latter making up half of the island's mass. This is possible because the remainder of Pirates are simply younger than 35 by the time they decide to leave their careers for retirement. As for the young adults, this category is a mix of mostly Bounty Hunters, Pirates and most members of the Border Patrol. The other quarter of the island are almost all comprised of the veterans' children.
Prominent Organizations,
Groups and Establishments
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Memory Peak's inhabitants are separated into five primary sectors and two additional filler categories.
Pale Coats
The slang term used to identify former Marines. Of the entire population on Memory Peak, the ex-soldiers account for the third smallest amount. Historically this can be explained with the fewer presence of Marines and lack of promotion from the World Government. After all, the establishment would never want to spotlight an area that condemns everything it commands its troops to do. However, over the past decade, the population of Pale Coats have skyrocketed after the retirement of hundreds of commissioned officers. These men, whose ideals then inspired lower ranked soldiers to follow suit, were responsible for bringing back a dying demographic on Peak.
Paper Chasers
The slang term used to identify former Bounty Hunters. The second biggest group of the island, Chasers are highly clique based despite keeping true to the tradition of maintaining harmony. Unlike the other main two categories of inhabitants, Chasers are not known to uphold a belief system of peace and mutual respect. Most have simply retired after a long line of duty or numerous failures and only want to live a peaceful quiet life on Peak. Very few actually engage in getting to know their neighbors and even fewer show the slightest hint of kindness. In fact the closest you'll get to nice guy Chasers would be the Heads of the Interior and Justice, Mavis Winters and Tyler Watson.
Rogers
The slang term used to identify former Pirates. As the largest demographic on Peak, the Rogers take up half of the entire island's population. The simple reason that this is so is the fact the island is located right in the Calm Belt bordering the New World. Pirates who wish to leave the Grand Line and subsequently the New World travel on to the tranquil Belt eventually making their way to Peak. Because so many Rogers are present on the island, most of the culture and political power rests in their hands. However, with such a large mass of people, there is a larger essence of diversity especially when accounting for the unpredictable eccentricity of pirates. From the introverted murderers to the carefree do-gooders, numerous types of Rogers live on the island in surprisingly well coordinated harmony.
Yellowbacks
The slang term used to identify refugees, criminals, and runaways. This group is so minuscule their presence hardly makes a dent in the census. Contributing only 3-5% of the total population, Yellowbacks are seen as the extreme minority. However, with the prevailing ideal of coexistence, they are regarded as just the same. Regardless of the rule though, there is a slight prejudice against them as their entire reason for living on the island was not to avoid fighting like the rest of Peak but to hide from threatening forces. They are mostly seen as cowards and wimps by the younger folk but completely ignored as such by the elderly inhabitants. A notable thing to mention is that despite being the second smallest group on the island, they somehow managed to grasp enormous political influence when Yellowback, Morticia Von Hellsing, took the seat of Island Director.
Wally
The slang term used to identify members of the Border Patrol. Very little can be said about this demographic as the entire organization comprises of mercenaries and sellswords. From cutthroats wanting to make a name for themselves to simple trainees looking for an island to practice their skills at, Wallies are considered the second most diverse group next to the Rogers. The only thing they all share in common is wanting to be paid for their services. As selfless as a Wally can be, they did not choose this occupation as an act of charity but as a job. As such, all of them can be expected to act highly professional and unyielding in their duties regardless of whoever a visitor may be. At the same time, their beri-driven motives can betray their masters in life or death situations. The concept of death in duty is a concept most despised by these workers and something they frown upon. If one sees an unwelcome fate, they will avoid it at all costs. However, with their numbers and strength, very few foreigners have ever been able to challenge the Wallys and come out victorious. These proud warriors make up the security of Memory Peak and are not to be trifled with.
(^^ Same thing vv)
Border Patrol
Technically speaking, the Border Patrol is not actually part of Memory Peak. From a standpoint, they are a branch of the Department of Defense directly below Maxwell Perish in command but in a more pragmatic point of of view, they are an entirely separate organization. This has to do with the fact that none of the men in the Border Patrol are actually Peakan residents, citizens or otherwise. Each man and woman is a hired guardian, a mercenary whose sole purpose is to protect the perimeter of the peaceful island. They are very few in number when compared to the overall population of Peak but in reality amount to a little over a thousand troops in total, all of them around the strength of a Grand Line level Commodore. These troops are paid fairly well in whatever currency they seek to be paid in, whether it be beri, blood, or knowledge.
Regardless of their numbers and strength, each fighter is only capable of standing up to a few enemies of the New World. Only their Border General, Casper Folly and his lieutenant, Olga B. Goode would be well trained enough to stay in that most terrible of seas for an enduring amount of time. Yet even with their weakness, the massive amount of power that the Border Patrol possesses outshines any attempts at invasion. Given that there are a thousand of them, it would take a force of immense power to defeat every one of them AND last against the forces in the island itself. As despicable and self serving as they are, the Border Patrol is Memory Peak's reluctantly proud army of champions.
Head Officials
Legally speaking, the Head Officials have no power and no authority. They are simply volunteers who have decided to oversee different departments of significance on the island to help maintain and sustain itself for many years to come. However, they are highly admired and cherished by the people for taking on an incredibly stressful job as each Official, with the exception of the Head of the Interior, works either alone or with one assistant to guide them. They are expected to moderate each and every part of their department and ensure that the retirement aspect of Memory Peak is not neglected. For some, like the Head of Agriculture, the job is quite easy as they only need to maintain a small portion of the island. For others, such as the Heads of Justice, every second of every minute is filled to the brim with concerns, issues, headaches and more on a daily basis.
Overall, each Official must be experienced enough to lead their department efficiently and never fall behind on the work they are given. Most of these 'bosses' as they are called are normally selected through a nomination process by popular vote. The only ones to have not gone through the process were founding members and Heads of Justice, Tyler Watson and Camilla Byrrona as everyone knew they were perfectly qualified for the job. On some rare occasions, a Head Official may request a temporary replacement for the sake of a much needed vacation or some down time to invest in another field. If those occur, the replacement will instead be judged by the remaining Head Officials and be deemed worthy on a majority vote. Should a Head Official ever be deemed unworthy of their role, the population can vote directly to throw them out of office and even exile them from the island.
Head Officials as stated before have no true power except in the realms of governmental control. In the case of Maxwell Perish, a Head of Defense, he is able to command Border Patrol guards to attack enemy ships as he sees fit as they are not actually Peak citizens but mercenaries paid by the government. The Head of the Interior can cut off recreational activities such as hunting or fishing if endangered animals are threatened and the Head of Trade can place an embargo without the approval of the population. All these roles and their powers along with the balance of direct democracy have allowed Peak's bosses to stay in balance with the rest of its residents for over half a century.
Trends
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Fashions
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To describe the fashion of Peak in one word would be modest. Very few if any men and women care at all for donning themselves in extravagant accessories or sporting the latest suits and dresses. Instead, the residents prefer function over form, wearing mostly comfortable and durable apparel. Now this is not to say they disregard all thought to maintain an appealing appearance. Their shirts, pants, blouses and coats are all reasonably well tailored and designed along with a splotch of color here and there.
Laws & Politics
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Technically, Memory Peak has no elected officials as it is governed by a direct democracy. With a legal voting age of 20, residents ranging from the veterans to young adults are all given the freedom to propose news laws, alter them or remove them altogether. As tradition states, majority wins the vote but only in the event that the outcome is 2/3 or over. Also, though there are no elected officials in charge of the island, there are certain managers of significant fields such as trade, defense, agriculture and so on. Each of these people are voluntary workers for the island and gain no additional benefit other than respect and admiration from the masses. In fact, the main duty of a Head Official is to guide the people into maintaining their respective departments and not to impose some law or abuse their power as they truly have none. For some, such as the Head of Agriculture, they mainly oversee activity of the island to ensure their field is being run smoothly.
Foreign policy is quite lenient as all those present on the island were at one point immigrants from another island. However, that does not imply they will openly display their hospitality at first sight, evident in the immense perimeter and number of highly trained guards all around the island. And seeing as how the population is comprised of men and women from all walks of life, the numerous strategies and experiences each demographic possesses have helped secured their hold on the island for over half a century. With that being said, the people of Memory Peak are a kind and gentle variety once the gates have been opened to oneself. And most if not all residents harbor no prejudice against those who come to visit.
Industry
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Unfortunately for a home of retired elders with no desire to work more than they have to, Memory Peak has virtually no profitable industry to thrive off of. Luckily for the grandparents of Peak, younger generations have been gracious enough to donate plunder or legally acquired supplies every so often. Occasionally, a grandchild will be raised on the island and grow up working independently of the island's industry. In all honesty, while the people of Peak are united and whole, they prefer to be left to their own devices and methods on the topic of resources. This serves as the primary reason as to the lack of a proper agricultural organization or mining company. After all, Memory Peak is first and foremost a retirement home. Nothing more and nothing less.
Cuisine
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Seeing as how Peak is just a huge melting pot of various cultures and peoples, it comes to no one's surprise that the island possesses a wide variety of different cuisines that differ from each other on a regional scale. Though the primary cuisine of one demographic does not necessarily define it as the only one, most people of a group can agree that that is their preferred taste in food.
For example, the Pale Coats enjoy living off of the sea and will rarely touch the woodland creatures of the timberland. They try to focus more on seasonal dishes which can only be accomplished through the countless donations made by the veterans' children as the seasons and terrible soil on Peak make it impossible to farm enough crops for consistency. Meanwhile, for the most diverse group of people on the island, Rogers ironically all agree on a single staple: barbecue. For them, meat is love and meat is life.
Paper Chasers on the other hand have a much more sophisticated palette, preferring to dine on Italian style cuisine than any other food. Yellowbacks vary highly in opinion when it comes to the dominating food of their region but it's apparent from a simple walk through the Shield Acres that they are fans of British style cuisine. No one cares for the Border Patrol but if one were to ask what their primary food culture is, they would respond with Middle Eastern and Mediterranean style cooking.
Non-Player Characters
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Head of Agriculture: Elsa Veridan (8,500 XPZ)
Veridan is the female Pale Coat who volunteered for the role of Head of Agriculture. Despite 'Head of Agriculture' being a quite prominent position in the island's government, agriculture as an industry is not of great importance to Memory Peak. Instead, the Head's primary duty is to monitor the health of the island's fauna and flora and to ensure that whatever wildlife, animal or otherwise, they have are not depleted. Regardless of these duties, Elsa is still responsible for overseeing whatever little farming activity that goes on the island stays sufficient.
As a Marine, she served her time as a Vice Admiral in the New World until her early retirement from the military after the increasingly horrible atrocities of violence and crime led her to pursue a much more peaceful route in life. At the age of 44, she is in the median of most Head Officials' age groups and serves as a sort of bridge for the young and old's differing views. She stands at a measly height of 160 cm with a slender yet fragile figure but should not be underestimated by the average resident. Befitting as a Pale Coat, she lives in the Justice Valley residence and can normally be seen tending to her zen garden. [Expert of both Haki's; Specializes in Observation]
Head of Defense: Maxwell Perish (10,000 XPZ)
Tall and muscular, Maxwell embodies the island's determination to persevere in the face of danger. As Head of Defense, he is responsible for monitoring and analyzing foreign threats that would be seen as hazardous to the population. Though his movement is limited by his confinement to the island's borders, Perish is capable of relaying orders to the Border Patrol serving outside the general populace. He is also powerful enough to command squadrons of guards to eliminate any targets within the vicinity that are seen as threats.
As a Marine, former Vice Admiral Maxwell ironically demonstrated vicious methods and strategies to destroy any criminals that he encountered that would normally go against the peaceful principles of Peak. It was only until his campaign against the island itself which he lost that he learned the importance of compassion and harmony. Converted to the side of Peak, he has spent the rest of his life protecting its citizens from threats such as himself. He is nearing 60 years of age and lives alongside his grandchildren over in Justice Valley. [Expert of both Haki's; Specializes in Armament]
Heads of Justice: Tyler Watson & Camilla Byrrona (12,000 XPZ and 12,750 XPZ)
Two people could not be any more apart from their prior profession but could not be any closer from a professional standpoint. Ex-Bounty Hunter Tyler and former Pirate Camilla, two of the very few founding members of Peak are amongst its oldest citizens and have been unanimously regarded as the perfect candidates for Heads of Justice. With their vast wisdom and experience, they are not only seen as the ideal elders to consult with but are both viewed as the most powerful fighters of the island. However, these two were not chosen strictly for their strength or reputation.
The fact that they were sworn enemies in the depths of history and have now come to become the closest of friends is an immense testament to the strength of their philosophy. Despite this, they still perceive justice, morality, good and evil in different lights which is why their opinions on legal matters are of significant weight. With the immeasurable amount of experience each one has lived through, just a single statement of one Head alone can sway the public's opinion on a matter completely. Given that they are not elected officials and the fact that Peak itself is a direct democracy, they are not solely responsible for determining if a law should be passed or not but act as the judges on whether the proposition is a wise choice.
As stated before, Tyler and Camilla are the most powerful residents of Peak who are certainly strong enough to even match against the terrors of the New World, albeit that the deadlier of the two would be the former pirate herself, Lady Byrrona. They are always seen with a serious, professional demeanor and are never to be fooled with at any time. Currently, Tyler Watson at age 87 lives at the top of the Golden Towers residence while Camilla at age 90 lives in the highest point of Roger's Paradise. [Experts in all 3 Haki's; Specialize in Conqueror's]
Head of the Interior: Mavis Winters (8,500 XPZ)
One of the newest additions of Peak's Head Officials, Mavis brings an bubbly personality to the mundane workload of a government position. Given her former career as a bounty hunter, Winters has a keen mind when chasing after a certain goal. She is an expert in conservation and has been able to keep the dwindling resources of this tiny island at maximum capacity without having to starve out the general populace. This Head Official also has the authority to moderate domestic concerns such as riots, discrimination issues regarding the Yellowback minority, or animal endangerment.
The number of responsibilities that the Head of the Interior possesses requires one to keep a cool (and energetic) head on one's shoulders if they are to ever survive taking on the endeavor. As a matter of fact, this is the only Official position that actually permits the Head to hire and assign average citizens into the Department whereas other Head Officials work alone or with an assistant. 32 year old Mavis is known for being the cheeriest of all the Officials but given her age and previous occupation, all Heads are aware that her strength is nothing to scoff at. Regardless, she is still perceived as a well-mannered lady as all she wears is bright, warm and friendly colors that complement her gregarious smile, She currently lives with her fiancé Zane Wilder at Roger's Paradise, despite her belonging to the Paper Chaser territory of the 'Golden Towers'. [Expert of both Haki's; Specializes in Observation]
Head of Trade: Zane Wilder (8,500 XPZ)
The youngest Head Official of the island, Zane was once a notorious pirate Captain who was famous for using his enormous ship as a mobile shop in much the same way the Baratie is used as a restaurant. A natural master of trade, he'd always manage to snag valuable possessions at a fraction of the actual cost. Now with the vast fortune he has accumulated over the years, Zane uses it to improve the standard of living on Peak, pay the Border Patrol, and purchase supplies from faraway islands or trading ships. As Head of Trade, he is capable of placing an embargo upon certain locations if he deems them a enemy or too hazardous for safe business. Almost every single structure that can be found on Peak owes its part to Wilder and his vast wealth.
By far the most extravagant of the government officials, this handsome tall man can be commonly seen donning exotic fabrics and rare jewels. However, one should be careful not to assume his riches are the only valuable assets he has as his skills with a sword can outclass even the far stronger fighter and Border General, Casper Folly. Zane lives in the richest manor of Roger's Paradise with his fiancé Mavis Winters alongside independently hired sell-swords. [Expert in both Haki's; Specializes in Armament]
Border General: Casper Folly (11,000 XPZ)
With the exception of the Heads of Justice, Casper is without a doubt the most powerful person on Memory Peak. A 55 year old legendary general whose battle records have still not been tarnished with defeat, Casper commands the formidable military force of this island with an iron fist (and giant hammer), tolerating absolutely no weakness and even refusing to train any of his troops as he expects greatness from the second he sees a rookie. Interestingly, for the general of an island so devoted to being in harmony even in race, he is the only non-human authority figure of Peak. Instead he is identified as a great white shark wotan, measuring at about 26 feet tall and possessing a broad, ripped body build.
As General, his intentions are unclear as he holds prejudice against Marines and Pirates alike, with only his views towards Bounty Hunters appearing neutral. Casper's disposition can always be seen as extremely serious and domineering, the only other person to rival his grim attitude is his Lieutenant Olga B. Goode, who he acknowledges as a close equal. When it comes to how he treats his soldiers - not just men as he is clearly willing to accept women - the General can be quite merciless. All it takes is a single instance of failure and he will execute you on the spot without any explanation. Those who witness it are expected to work twice as hard from then on and will be scrutinized every single day. Thankfully, because of his spite towards pirates and marines, he is more than willing to follow through with orders to attack enemy ships and will even search out such targets just for fun. He prefers to work alone and will normally appear in combat when he sees that even his Lieutenant is struggling. Despite all the hate he has for pirates and Marines alike, he treats every other person with the same respect when it comes to following the law. Fitting for a man of Fishman descent that he does not promote discrimination.
Casper lives alone with at an estate down over in Guardian Grove. He also works part-time as a construction worker for Zane Wilder when a new structure is planned to be built. [Expert of all 3 Haki's; Specializes in Armament]
Island Director: Morticia Von Hellsing (5,000 XPZ)
A 28 year old upstart, Morticia rose to popularity with her charm and prior reputation as a prominent protestor against the countless crimes committed by both Pirates and the World Government alike. Her greatest known cases involved the genocidal Buster Call on Ohara, the brutality of the Marineford War, the hypocrisy of the Shichibukai system, outspoken hatred against legalized slavery and many more. She was quickly liked by veterans who opposed violence and hatred and she helped to inspire others in joining her cause to question the Government's suspiciously atrocious actions. Unfortunately this life of inquiry led her to be labeled as a threat and she was eventually hunted down until her arrival to Peak. Since then she has fully embraced the island's lifestyle and philosophy and strived to make it a greater place for those who called it home.
As island Director, her actual legal duties are unknown. The position is considered quite new and had been untaken for the handful of years it existed which led to many questioning what exactly it was entailed to do. When Morticia volunteered for the job after Strawhat Luffy returned, she took up an enormous responsibility by claiming that as Island Director, she was in charge of overseeing all the other Head Officials and basically had the power to step in and interfere with their internal affairs. Though the other Heads were in disagreement, the polls showed that they approved of this woman leading the cause.
As to what she can actually do, Morticia acts as sort of supervisor who constantly monitors every single department on Peak to ensure that they are running smoothly. If inefficiency is spotted, she will immediately report her findings before the people and issue to call a vote of kicking out the intended Head in favor of someone Morticia feels is appropriate. Basically, she's their boss. And with only Camilla and Tyler, two out of the six Heads, to convince the people otherwise this is an intense ability to possess. Though the two judges are admired for their wisdom and experience, Miss Hellsing earns the mass's love by being a purer representation of their views than the pair. This contrast in popularity is what makes her position as Island Director so simple yet so powerful. Morticia lives in a quiet apartment at Guardian Grove with her old protester friends as roommates. [Practitioner of Observation; Possesses Raw Conqueror's]
Settlements & Places of Interest
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The Dark Shores
Just about the blandest thing you can seize your eyes upon. The Shores is exactly what it suggests, an empty beach outside the guarded perimeter surrounding every single inch of sand around the island. Given their somewhat lenient foreign policy, Peak has had docks built in for those intending to immigrate but they are mostly used for the returning children of veterans. Because the Shores act as the only front against an enemy force, it is heavily guarded with not a beri spared in the construction of its gated perimeter evident in the fact that every square inch of steel is also coated in Seastone.
Towering black fences that can easily dwarf the average giant line the entire outer rim of the island with a watch post placed every 1000 feet. Each post is manned with at least two dozen soldiers led by a highly skilled leader. Every soldier is given a Den Den Mushi for quick, accessible communication but can also activate an emergency alarm located at their watch post which will send a distress signal to all other posts. Aside from the border and sand, the Dark Shores is just about devoid of anything else. A handful of ships are kept in reserve for fighting but are oftentimes just used for trading.
Roger's Paradise
Before getting into the different demographics' lands of living, one must realize that because Peak is essentially a retirement home, there are no businesses such as inns, restaurants, taverns, vendors and the like. Every structure in these people's respective territories are homes and nothing else.
Every single region of Memory Peak was designed with its own individual architectural style to help distinguish it from other locations. In the case of Roger's Paradise, the home of the island's pirates, housing was intended not to have complex residential areas as their immense population made it impossible to create mansions for each person. It helped that most of these people were retired and thus did not require such luxurious places to live in. The men and women of Roger's Paradise chose to adopt a traditional single story housing plan with few accommodations and only the most basic embellishments.
The only area of Paradise that differs from this old time style is the small wealthy portion of this region, entirely made up of filthy rich homeowners who were fortunate enough to fund the construction of Georgian style mansions to live in. The greatest estate here belongs to Zane Wilder, Head of Trade and head of the affluent. Geographically, given that it is mainly Zane's domain, R.P is surrounded by bodies of water from waterfalls to lakes and is directly on the opposite side of the border from the port docking the trading ships. The land is mostly flat with the only notable inclines being the route to leave and the path up towards Wilder's vast estate.
Roger's Paradise is located in the Northern part of the island and is bordered by Guardian Grove and Justice Valley.
Justice Valley
Sticking to their roots, the Marines of Peak chose to adopt a Japanese architectural style when it came to the building of their land. The general structure follows this pattern: posts and lintels support a large and gently curved roof, while the walls are paper-thin, often movable and in any case non-carrying. Arches and barrel roofs are completely absent. Luckily for Pale Coats, they are quite few in number compared to the Rogers and thus are given more freedom to build these elaborate homes in greater size. Though it isn't traditional to use stone so freely, most of the houses are reinforced with in it so as to offer better structural lntegrity.
In contrast to Paradise, the Valley, as everyone calls it, is more than a mere neighborhood that comes with an enormous recreational park at the center of the region. The park has pathways that travel up and down, lovingly crafted bridges, fish ponds, temples and a vast assortment of flora along with multiple zen gardens scattered around for visitors to interact with. Large bodies of water such as lakes are uncommon and the only rivers or streams that pass through can be found at the park. When it comes to the layout of the region, houses are placed adjacent to one another with no fences separating neighbors while the streets themselves feel more tightly packed than the open paths of Roger's Paradise.
Justice Valley is located in the Eastern part of the island and is bordered by Roger's Paradise and the Golden Towers.
Golden Towers
The odd bunch of the main three demographics, Bounty Hunters occupy as little space as they can with the tiny patch of land they were given. Unlike any other region, the Golden Towers was not built like a city layout but was in fact made up entirely out of a handful of significant structures. As the name of this land implies, there are indeed giant golden towers that serve as the homes of each and every Paper Chaser. What the region appears to be is a paved field of cobblestone surrounded by the biggest lake on the island with enormous stacks of houses, all plated in gold and built in a Venetian Gothic style, placed on top of the stone flooring.
Surprisingly, the higher you go up, the worse the standard of housing becomes with the first few bottom floors being the best as it became inevitably clear that building incredibly luxurious housing in elevated heights became increasingly difficult. Fortunately with improvements in technology, devices such as elevators have made it possible to construct great housing in the higher floors once again. In total, there are three Towers filling up this limited space with each story capable of housing dozens in a moderately comfortable living environment. If anything the Towers resemble hotels but on a grander, gaudier scale. Aa a final note, unlike their other allied regions, the land of the Golden Towers is the only location that visitors will find anything close to a business district. Inside each Tower at the first floor is a food court that offers freshly cooked meals - breakfast, lunch and dinner - all throughout the day. The chefs of each Tower were hired independently by Zane Wilder and are not actually citizens of Peak.
The Golden Towers is located in the Southern part of the island and is bordered by Shield Acres and Justice Valley.
Shield Acres
A land of refugees and runaways, these Acres house the small population of Yellowbacks on the island in quite luxurious accomadations. The layout of this region is mostly composed of flat grassland, its streets and roads only present in a few select areas with only a few neatly patterned cobblestone steps to assist in navigating through the grassy labyrinths. In the same manner as every other region, Shield Acres is composed entirely out of one giant residential area though not nearly on the same scale as the others partly due to the group's small numbers but also because of the tendency for a single building to house multiple people. Most Yellowbacks are quite young and as such are more tolerant of sharing their living quarters but this is mainly possible because of how close knit the community is, the majority of its members being fully acquainted with each other from prior times. Unlike the other regions, the Acres do not have a reliable source of water to depend on and its residents are forced to venture off into another area for liquid sustenance.
In terms of housing, each party of residents, preferably ten people are given a medium to large sized home to live in. The houses are built in an old Tudor style but the dwelling themselves can vary from person to person depending on their preference. Some prefer old fashioned, traditional styled homes with very little decoration that were often made of inexpensive material and quite modest in design. These houses are typically given no space in between and allowed for more compacted residential areas. On the other side of the spectrum, there are those who asked for more sophisticated housing whose requests manifested in the forms of massive mansions. Unlike their commoner counterparts, these behemoths are crafted with finer detail, made out of harder, stronger material and generally come out to be two story buildings that can house an even greater number of people.
Shield Acres is located in the Southwestern part of the island and is bordered by the Golden Towers.
Guardian Grove
Functioning as both an inhabited domain and the entrance to the island's inner sanctum, the Guardian Grove is technically the second line of defense against any invading forces after the Dark Shores. Though the regions of Memory Peak are actually laid open for one to navigate after they pass through the black gates, visitors are expected to pass through the Grove and into the City Hall for confirmation of their visit. Being the least populated group on Peak but fortunate to have the main architect in their ranks, Wallys are graced with having arguably the greatest living area on the island. With their well portioned spot of land and few numbers, they are given the most freedom when it comes to building bigger and better houses.
Out of all the regions, Guardian Grove is considered the richest neighborhood for many reasons. For starters, these people are not like the others who wish only for modest retirement but instead demand the most luxurious living quarters that money has to offer. Speaking of money, they are the only ones on the island who are paid for service and thus have the assets to actually order better homes, modifications or straight up rebuilds. Also because the Border Patrol guards are essentially forced to live on the island for as long as they serve, they obviously will demand a comfortable place to stay during their time here.
Now onto the actual designs of these people's houses. As stated before, Wally homes are known for being extravagant works of architecture with every single house amounting to a personal palace. Instead of focusing on a single source though, these structures are all made in a variety of Islamic architectural styles. From gold domed palaces to looming stone castles, each building was usually made for a single person and were highly coveted by the younger generations of other inhabitant groups. The local area these people live in is not paved and is actually quite unrefined compared to all the other regions. Instead of finely constructed roads there are only sandy hills and rocky terrain to traverse through.
Guardian Grove is located on the Northwestern part of the island and borders Roger's Paradise.
The House of Libra
At the center of the island lies two structures called the House of Libra and Memory Hall that are vital to the legal proceedings and ceremonies of Peak's culture. Beginning with the former, the House of Libra stands tall and proud as the official 'court' of the island, responsible for handling legal cases and other such issues. Here residents can submit in bills, vote for laws that a Head of Justice proclaims worthy, vote for the exile, demotion or promotion of Peakan residents or Head Officials, contact a Head in the event of a Department related emergency and so on and so forth.
In terms of looks, it can't exactly be called a House. Because this building is meant to hold in a massive amount of the population, its vast space can even make the greatest of palace chambers look minuscule in comparison. Its entire structure is built in a neoclassical style, drawing its roots from ancient Greek and Roman forms of construction. Despite being the single largest building - a single Golden Tower is taller but not nearly as wide - it is not embellished in pointless decorations or ornaments to highlight its importance but is defined mainly by its flat planar qualities and simplistic design. The House of Libra is built with two stories, has a courtyard garden at the center of the lobby, houses a library on east and west wings for both stories and holds a maximum occupation space of approximately 50,000 people. It also comes along with a basement level reserved as an emergency bunker or shelter space.
The main court of this House actually holds only a few hundred in contrast to its immense courthouse lobby. At the center front of this court are 2 elevated stone podiums resided by the Heads of Justice. At the sides of the entrance or the back of the room lay a seating area for those who wish to come in and listen in to the Judges dismissing bills or handling cases. A platform is located in the middle for those who wish to address the public/Judges; a Den Den Mushi can be found at the stand that broadcasts the speaker's words across the House.
Memory Hall
While the House of Libra focused on the politics and gears running the island, Memory Hall is more of a ceremonial location that actually only serves one purpose that doesn't affect the island at all. While the House became the center of lawmaking, the Hall became the center of a Peakan's rite of passage. Here, any citizen of Memory Peak can challenge the state to an election determining whether or not he or she is worthy enough to leave the island and venture off into the real world. Many have attempted this and none have succeeded, quite obvious really seeing as how more than 2/3 of the population is made up of elders who despise the harsh nature of the outside world. To compensate for this unfair statistic though, the masses put into place a secondary challenge that was honestly very simple in design but insanely difficult in practice.
In order to leave Memory Peak legally, one had to endure a no holds barred, all out battle against a single Head Official of their choosing. Through the whole history of Peak, only a few dozen people of the countless thousands who attempted have ever actually managed to barely come out alive out of this fight. For those who succeed, their names are etched into the stone platform upon which they fought, ensuring the glory of their worth be never forgotten.
Architecturally, Memory Hall doesn't hold a candle to the House of Libra. Instead of a titanic building, the Hall - not even a hallway really - is actually a sort of stadium, an old Roman styled colosseum that doubles as a museum which features the founders of Peak and all the historical events that led to the present times of this island. Currently with the island being less than a century old, it doesn't have much content to display and thus its walls are primarily empty save for the achievements and memorials of its late founders. In its own section at the eastern wing of the Hall, there is a black granite stone etched with the names of those passed the trials and moved on to the outside world. For some reason, one of the newest names has been graffitied and vandalized to the point of no recognition. When addressed, people will simply look at you with a mean stare and ignore the question altogether.
The Crown of Man/The Crown of Remembrance
Finally, last but most certainly not least, the last location of interest on Memory Peak: the Crown of Man or otherwise known as the Crown of Remembrance. Without a doubt, it is the most highly revered memorial on the island, so beloved and highly regarded that any single citizen of Peak (of a certain age) would rather die than allow a single scratch on it. The history of the Crown is dark and tragic which is why its importance as a sign to never forget its past remains at the top of any structure on the island. Aesthetically, it's not much. Located at the furthest corner in the southern reaches of the island, behind thick jungles, hidden in the sharpest highest mountains, surrounded by the most vicious predators and guarded by the Border General himself, the Crown lives on. A big, black pile of rocks. But upon closer inspection, one will realize just what exactly about this memorial makes it so significant for the people of Peak.
A frayed white cap stamped with a seagull lies at the base of the hill, a blood rusted sword is dug into the ground and an aged portrait decorated with numbers and text is scrolled up into a bottle with roses. These are all just a few of the things you will find on every single step of that memorial. Vases filled with black dust are partially buried in the rubble, sake cups alongside flowers decorate posters, a multitude of weapons all signed with the same name are all coated in the blood of one who inherited that very identity. The Crown is not a sign of pride, its existence is the exact antithesis of what this island preaches. Underneath that mountain of jet black stones is a sight no resident on that island ever wanted to see in their lifetime but were forced to confront many years ago.
It is the Crown of Remembrance for a reason. It is the evidence that their peaceful ways were nothing to scoff at and that their methods of harmony and love are what had prevented such mass horror until someone decided to destroy the order and subsequently created that pile long ago. This towering mass of rock is literally nothing more than that. But as a symbol, it stands for the proof that going against their time tested traditions will never end well and that life is not meant to be lived in brutality and hatred. Only through the Crown can the new generations of Peak realize that violence really never is an answer. It was a only through the love and harmony of everyone here that this island had managed to come back from such a disaster.
Never forget, so says the Crown of Remembrance.
Always remember, so says the Crown of Man.
Island History
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Sixty-five long years ago, a massive storm was stirring in the New World near the Calm Belt adjacent to the North Blue. Simultaneously, a large force of Marines alongside a ragtag team of Bounty Hunters headed off to face off against a well known Pirate Alliance. The gathering were prepared for bloodshed but just as they began to march on to battle, the storm hit. Hundreds of white tendrils blanketed the earth around them all, indiscriminately wiping out all those who remained. Marine and Pirate ships were being burnt left and right and there were fewer chances of escape with each passing second. Eventually, the few dozen of the previous thousand mutually decided to leave together off in the last ship on the island. For weeks, they all traveled with caution and hostility as their ship passed the perilous islands of the New World and crossed into the Calm Belt. For days the men and women of the Pirate Alliance eyed their adversaries suspiciously and the same reaction went for the Marines & Hunters. Neither group could trust each other but with such small forces and equal, there was absolutely no chance the parties could clash and hope to come out victorious. Soon enough, they found land on a lonely tropical island off in the outskirts of the windless region.
The first few days were rough as none were willing to engage an more than they were required to. All those on the island had lost their communication devices in the storm and were unable to contact the outside world. And after weeks of traveling the Calm Belt with rationed supplies, the population was in no shape to go off sailing anytime soon. After much debate, the separate groups agreed once again on a truce to gather supplies and resources. The Marines lied to the Pirates that they would not sail off and call for reinforcements and the Pirates pretended to believe it. Even after so much time of struggle together, the people could not come to terms. However, one faithful day, it all changed.
It had been the end of the second week and all sixty members barely lived on. And, unbeknownst to the rest of the masses, two of the islanders had developed the bond that would change everything. Commander of the Bounty Hunter crew, Tyler Watson and Leader of the Pirate Alliance, Camilla Byrrona had managed to put aside their differences aside after seeing the state of their own people. Though the plan to collect resources was still in effect, very few had been found and the population was starting to die off. Tyler never wished to see his crew mates suffer and Camilla could not bear to see her own allies in such pain for nothing. The two met, discussed and decided that enough was enough and that their idiotic feud had to end if their friends were to survive. Unfortunately, the Marines did not initially take so kindly to this notion. A handful of members were firm believers in Justice and could not stand to live in peace with Pirates let alone work with them.
Fortunately for them all, the highest ranking officer just so happened to be much more flexible in his beliefs. Though it took much convincing, even with some remnants of resentment, the remaining Marines chose to cooperate entirely and the island dedicated all their efforts in saving each other. Days and days of scouring the tiny spot of land, the various demographics learned to look past their prior identities and saw each other as fellow brethren. Marines saved Pirates from wild predators, Pirates helped patch up wounded Bounty Hunters. The plan was all coming together. There were no more factions; the island had finally united under one people.
In a perfect world, the sixty men and women would have stayed on the island and lived the rest of their lives in peace and happiness. But this was not the case. With enough supplies to leave the island, it became apparent to everyone that the time to separate had finally arrived. Yet it was obvious no one wished to leave. Over the course of time that the islanders got to know each other, prior hatred and beliefs faded away as Pirate, Marine, and Hunter all came together into a melting pot. However, even with these relations, there were those with certain other duties to fulfill. With half of the Marines on the island ranked Captain and above, it seemed as though that they still desired to continue their services despite harboring no ill will towards the men they sought after. Additionally, a few of the Bounty Hunters still had family left in distant parts of the world that needed the collected bounty awards to survive. Eventually, only the Pirates remained with a few other Hunters and Marines that wished to stay.
To this day, only a handful of the elderly from the creation of Memory Peak still survive. Other than those people, no one knows for sure why exactly the people stayed on the island when they were free to travel once again. There are very close guesses but the simple truth was this: after years of fighting and suffering, they were all sick and tired of it. They desired no further bloodshed and condemned the idea of putting down those one believed to be inferior. No more labels and no more death. Enough was enough, now was the time to truly spend the rest of their lives in harmony as life intended. And that's exactly what the people of Peak did as their small group grew into a community over several years.
In all honesty, the years were rough for all until a plan came up. For a majority of the time, the people of Peak always wished to stay out of the business of those outside the island, adopting an isolationist attitude. But when the island's natural resources dwindled away, they knew what had to be done. Plundering and pillaging were actions still alive in the former Pirates. However, they did not incite violence. True, they did acquire their goods through illicit means but they did not harm a single hair on their victims' heads. And that process was what kept Peak alive for many more years. Whenever a cargo ship was spotted near the island, a small crew of the strongest fighters were sent to retrieve the supplies. And incredibly, over time, more and more relinquishers of resentment arrived at the island after rumors circulated. Rumors of an island that took in all and any that were willing to shed their moronic ideals in favor of peace and harmony. By the tenth anniversary of the island's creation, there were well over a thousand men and women on the island.
Time moved on and for decades the island was still at peace but with even larger numbers. Year after year, silent whispers brought people from all corners of the world to the Memory Peak. The patch of land was quite an extraordinary location. For one thing, with the Calm Belt surrounding them , there was no swift way to deploy an sizable naval force against them without the Head of Defense issuing preemptive attacks. With that advantage, every assault on the island had been met with an utter devastation of enemy forces. In some situations, the Marines will be sent to deal with the enormous pirate population along with the deserters located on Peak. However, unbeknownst to the Marines, most of the officers sent off to fight were the same ones who left the island when it was first created. Because of the bond these Marines and the first generation share, all World Government attempts to conquer the island have been unfruitful due to the clandestine support its soldiers had for the people of Peak. To this day, not a single foreign enemy has ever managed to step foot into the island's cities (during wartime) or conquered it.
Twenty Years Ago...
After an enjoyable period of peace for forty-five years, Memory Peak suffered its first disaster. Though the first couple generations of residents loved living a nice trouble free life, more and more children grew up thinking apart from their parents. Most of them moved on to become Pirates after the late Gol D. Roger had started the era years past. Few of them became Marines and even fewer became Bounty Hunters. But the problem was never with the number of youth who left the island but the fact they had broken the very principle upon which the island was formed. They may have been pursuing their dreams but operated in ways not in conjunction with the ways they were taught. Pirate children slaughtered those they robbed and Marines children massacred all who defied Justice. And the worst was yet to come. Finally, after forty-five years, those Marines who had once helped sway their forces away from Peak were retired and their sons and daughters took their place. Only now, there was no mercy...Sons against Fathers, Daughters against Mothers, Brothers against Sisters and so on and so on. Inevitably, the harder trained people of Peak came out victorious. But at what cost? Most of the newest generation had been killed while the other half still followed the path of peace.
Ever since the incident, it became severely forbidden for anyone to set their child free and unleash them into the open world. Though a few dozen pirates lurk the seas with Peak's ideals in mind, they were not enough to convince the majority that the outside was corrupt and tainted. And, as a result of the First Memorial Massacre, the island adopted a somewhat isolationist system. Though they would accept people into their domain, they were far more unwilling to let their children leave. But as certain good parents are, there were 'escapes' that allowed the young to achieve their dreams. They, much like their surviving generation, followed the philosophy of Peak and lived without malice and hatred.
More and more years pass and the wound of the First Memorial Massacre was only just beginning to close. Newer generations were now seeing a resurgence in a desire for adventure. Even stranger was the looming opinion of opening up the island for its youth to go off into the world. Though scarcely shared, this is a mentality slowly forming in the minds of many former pirates and hunters. However, the former Marines do not share this sentiment and with good reason too. The First Massacre was entirely orchestrated by the Memory Peak Marines which left a deeper emotional scar for their demographic than any other. Though the Pirates were there as well, they had simply arrived in an opportunistic move. All of the attack was considered by most to be the fault of the Marine children. So now it seems obvious why opening up the island sounded so horrible for the former Marines now. Regardless, their direct democracy voted upon the issue and declared the lift on isolationism, easing up their foreign policy.
With the prohibition lifted, many believed it would be time for the new generation to leave. But it seemed that the former Marines managed to leave in their voice for the final law. Though the people were no longer banning the act of leaving the island, if enough people wished to restrain someone to Peak, the person in question would need to overcome a challenge. And that challenge was for one to last in an all out duel against a Head Official of their choice for a single minute. Seeing as how the ones who attempt the challenge rarely fight, it is seen as a successful method to prove challengers they do not have what is needed to take on the world.
Current Time
Sixty-five years have passed since the creation of Memory Peak. And two years have passed since the revival of the New Age of Pirates. Consequently, most if not all retired veterans harbor a deep resentment toward Monkey D. Luffy and Whitebeard, particularly of the former.. Because of his actions to begin a new era, the new generation of Memory Peak have either been inspired by his daring nature or horrified at his sense of justice. With a second movement of would be pirates and marines leaving the island, the fate of Peak is uncertain and weary. The only thing that holds consistency is that now, even after sixty-five years of fighting, recuperating, harmony, death, struggle and peace, Memory Peak has survived it all.