Post by Blaka on Nov 7, 2016 13:10:31 GMT -5
created by Vio
Name
Mullyssa Nemo
Society
Lost
Mullyssa Nemo possesses no native people or societies. Rather, the people who live here are those sent here by the World Government; those deemed to be unstable individuals who pose a risk to the general populace, and the those who came to work here to keep control of the place. Unfortunately, most of that has fallen by the wayside.
Size of Island
Very Small
Similar to Little Garden
Location
Calm Belt
The island of Mullyssa Nemo is located in the still waters of the Calm Belt, specifically in the stretch of windless sea that separates Paradise - the first half of the Grand Line - from the South Blue.
Log Pose Time
None
Due to its location in the Calm Belt, Mullyssa Nemo does not have any influence upon Log Poses, possessing no standard magnetic signature to which the needle can lock. However, any form of compass (including Eternal Poses) will start to behave erratically and spin uncontrollably when it comes within a mile or so of the island's shores. Leaving this anomalous magnetic zone will allow the compass to return to its original bearings - the bizarre signature of the island does not overwrite the original heading of a Log Pose. Nobody has been able to explain why this phenomenon occurs.
Climatic Types
Three Seasons
Twilight
Climate & Weather
Cold. Dark. Wet.
Though most islands in the Calm Belt have calm and stable climates due to the lack of wind, Mullyssa Nemo has an exceptionally grim climate and unique climatic type. It possesses three seasons that cycle with every passing month; the Freezing Season, the Foggy Season and the Flooding Season. The seasons change abruptly at the time of the New Moon, becoming harshest during the Full Moon, and their influence on the island also affects the surrounding sea.
Whereas an island such as Ennie's Lobby is locked in eternal daylight, Mullyssa Nemo sits in a constant period of twilight. Though hours of sunlight do exist, they are few and far between, and the sun itself never seems to reach more than a quarter of the way over the horizon. The surrounding skies are always stained with a deep indigo hue, occasionally receiving subtle splashes of orange during the few hours of sunlight.
Due to its specific climatic types, the climate and weather conditions of Mullyssa Nemo are locked in a perpetually gloomy and foreboding state. As specified above, it has three unique seasons, though the island itself is always suffering from persistent rainfall. The exact type of rain varies according to what season the island is currently in, though for the most part the land is subject to a cool and fine drizzle. Furthermore, as a Calm Belt island, there is no wind. The lack of proper sunlight also means that this land is, at best, very cool. Temperatures range from between -7°C (19°F) to 10°C (50°F), depending on season:
Foggy Season
During this season, Mullyssa Nemo experiences its mildest temperatures and its lightest rainfall, receiving a few dry spells but otherwise pecked at by a consistent, fine drizzle. However, the namesake of this season is the constant cloak of mist that envelops much of the island; a still pillar of grey that seems to trickle down from the circle of cloud above it. Though mild in terms of temperature, the fog can range from very fine to very thick, being at its thickest in the middle of the season (during the full moon, the mist sparkles like snow). The dense fog pools in pits and ruins, hiding the ground beneath, and walking through dense patches of it can soak one through to the skin. Out at sea, the island's surrounding waters become layered with fog, hiding the grey landscape almost entirely and posing something of a hazard to ships passing through; those who cannot see the rocks are more likely to run aground.
Flooding Season
This season is one of the island's harshest, coming just before the Foggy Season and just after the Freezing Season. During this time, Mullyssa Nemo's precipitation levels skyrocket and fluctuate from the typical fine drizzle to pummeling downpours of raindrops as large as ping pong balls at mid season. During this period, much of the island's lower reaches are flooded, with cascades stretching into the surrounding seas and creating turbulent conditions that are hard to sail in. High ground is valued during these times which, while cold, are by no means the coldest of the three seasons. The island seems somewhat brighter during mid season, due to the sheer volumes of water and the reflection of the full moon.
Freezing Season
Of the three seasons, Mullyssa Nemo's Freezing Season is by far the coldest. During these cycles of the moon, the island's precipitation turns bitterly cold and biting, the raindrops themselves turning to ice the moment they strike a surface. The equivalent of Winter, this season sees much of the island's exposed landscape coated in icy glaze, turning rough paths into slippery slopes and forging icicles that quickly grow as the freezing rain feeds them. Around the shores, the temperatures and icy feed cause countless miniature icebergs to form in the tranquil tides, slowly pushed out into the ocean and creating a band of thin but sharp ice that can slice through all but the hulls of the most heavily reinforced vessels. This season is preceded by the Foggy Season and feeds into the Flooding Season, where the rapid thawing of the glaze causes a substantial amount of flooding.
Island Appearance
From afar, Mullyssa Nemo resembles little more than a small desolate rock in the midst of the endless sea. Hanging over it, once can see a disk of gloomy dark grey cloud, further darkened by the perpetual twilight that swallows up this stretch of the Calm Belt. It is from this cloud disk that the various types of precipitation come, changing with the cycles of the moon and adding further aesthetic and meteorological features to the island. But the island itself is nothing more than a dull, grey outcrop in the middle of the sea. Those who manage to approach the shores through the bizarre precipitation can see little more than the rough, stony heights of the landscape, and fortified buildings that have been installed into the jagged hills. All in all, it resembles a larger (but far less green) version of Alcatraz.
Once one arrives on the island of Mullyssa Nemo, you can really start to appreciate (or loathe) the desolate and uniform design. Rough rocky hills and slopes cover the island, reaching various heights and angles and generally becoming steeper as one moves inland. Little to no flora can be found on the island, a contributing factor to the lack of colour, which is mostly the fault of the harsh weather and climate and thorough lack of persistent sunlight. Between the hills and slopes weave many pathways, bridges and ravines, making the island something of a natural maze. The closest thing to a splash of colour one may find are the off-white buildings that have been founded into the island; prison block-like structures and such built both upon and into the hills. This labyrinthine fortress has fallen into disrepair, though the majority of it is still structurally sound, save for a few collapsed corridors and walkways. To further add to the design of the island, there are also several small but deep caverns among the rocks, and many areas have been blockaded off by rusty barbed wire fences and other such basic obstacles.
Flora & Fauna
Very little in the way of life exists on Mullyssa Nemo; there is no such thing as native organisms, with many of the things that call this place home now having come in with the people who are sent here. A lack of proper soil and nutrients, as well as very little proper sunlight and the harsh climate, make it nigh impossible for floral growths to take root here. Similarly, a lack of flora means a lack of fauna, particularly when it comes to the larger animals one would expect to find in any land. Most life forms here are pests which, despite the struggles, have managed to sustain themselves by evolving peculiar characteristics or behaviours. Most fauna has turned grey and developed waterproofing for camouflage and protection. Otherwise, there are no irregular fauna types present on the island. The most prominent inhabitants include:
Rats
Growing as large as a domestic cat, the vermin of Mullyssa Nemo are simply descended from rats that have stowed away on the ships that came to its shores. Their sleek fur is resistant to water, possessing a foggy grey colouration, and their tales have also lost the typical pink pigmentation of the genus Rattus. These are perhaps the largest of all creatures (excluding humans) that inhabit the island, and are subsequently the most vicious when roused.
Moths
It's not known how these insects sustain themselves, but they thrive nonetheless. They are mostly found indoors, the rains without being something of a bane of their existence, and are no bigger than your average moth. Their wings are mottled chalk and gunmetal hues, lending them camouflage, while their glossy black larvae are never really seen. Adults swarm around bright lights and, in what can be considered a voracious desire for shelter, are known to pick clothing fibres free from garb that is still being worn.
Inhabitants
The only people who actively live on Mullyssa Nemo are those that have been sent to the island by the World Government. The population numbers around three hundred, consisting of a mix of (former) employees of the World Government and numerous men and women that were sent here due to their 'instability' and the 'risk' they posed to the public, or just to the agenda of the government itself. It is thought that the majority of them are former pirates and soldiers of countries who have awakened Haki, but were driven mad by their inability to control it. The population of the island are currently only humans (other races were always sent to Impel Down).
Patients
People sent here are referred to as 'Patients', simply because the name sounds a lot better than 'Inmates', though the former does not define them by any stretch of the imagination. These are men and women who posed risks to society, or just to the World Government. The majority of them suffer from various psychological disorders that the government cannot or do not want to treat (typical due to the cause), though despite this only a very small fraction of these individuals have violent or unpredictable tendencies. There are quite a few former seamen, officers and other government officials who wound up here due to them knowing 'too much' or threatening to spill the beans.
Officers
The 'Old Guard' of Mullyssa Nemo, the Officers are the men and women who work (or worked) as the wardens and law enforcers of the island. For the most part, they have no contact with the outside world, but their combined efforts have allowed the island to remain in something of a decent state despite gradually falling into disrepair. They do their best to look after the Patients and keep order whenever and wherever possible, but even they have a hard time doing so. Several of the officers here were removed from the island, but wound up being sent back as 'Patients' a matter of months after extraction.
Prominent Organizations
Wardens' Society
A group of two dozen law enforcers who work as the peacekeepers of Mullyssa Nemo and generally try to keep the place running to the best of their ability, this 'Society' is most easily recognised by the bright blue uniforms they wear to stand out in the mist; akin to the standard police uniforms. Most of the time, however, they are also wearing high visibility yellow raincoats, due to the weather conditions of the island. Most of these men and women were never really given the option to leave the island, and a good number of those that were soon returned as patients. Those that declined the offer are, fortunately, still officers. Each carries a simple sponge baton which they use to discipline the more aggressive patients and generally keep order, but they prefer not to use force unless absolutely necessary. They are also permitted to carry pistols, but for the most part they decline, deeming it unnecessary due to lack of regular munitions and the entire lack of cases where pistols are required. They usually travel in pairs, for safety's sake, and each on duty pair carries a Baby Den Den Mushi to report in. No more than four pairs travel out on the island at any one given time, setting themselves to a strict cycle of eight hour shifts; eight of them sleep, eight remain awake but at base, and the other eight run patrols.
The Watchmen
Mullyssa Nemo has several watchtowers scattered about the place, giving views of much of the island and each housing an candlelit spotlight capable of piercing through all but the thickest of fogs that enshroud the land. Though a few of these towers have long since become derelict or just collapsed, it is not surprising that some of the patients ended up taking these monuments as their own. Known as the 'Watchmen' by both the officers and the other patients, these are a group of individuals about forty strong who travel in groups of six to nine, taking refuge atop the watchtowers and rarely coming down unless visited by the officers. They are by no means dangerous, but are regarded as extremely protective of their 'nests', as well as one another when they are on the move. There are five groups of Watchmen on Mullyssa Nemo, all of whom switch towers every few days and often swapping groups every now and then to share stories of what they've seen happening 'down below'. Unfortunately, their presence has been known to make other patients (particularly those with guilty consciences) rather paranoid, a feeling which has become mutual and causes the Watchmen groups to swap towers during the short periods of 'daylight'. Aside from the officers and the Scholars, the Watchmen are probably some of the most knowledgeable people on Mullyssa Nemo, and often trade information for food and resources.
The Scholars
Led by the oldest man on Mullyssa Nemo, the Scholars are a group of twelve men and women who look after their master with due diligence, aiding him in the things he can no longer do for himself. They are wise and skillful individuals, learning from the old man whom they follow almost blindly, and seem to know much about the truths of the island. Though many patients suffer from instability, with the Scholars being no exception, these people seem to be far more controlled and lucid, displaying peculiar and almost supernatural skill compared to the others. It is thanks to their master's guidance that they have been able to attain lucidity, slowly mastering the very power known to drive the ill prepared into insanity; Haki.
The Ghouls
An aggressive group comprised of between fifty and sixty individuals, the vast majority of whom are all former pirates who sailed into the New World, these individuals locked themselves away in the confines of Block D. All of them are incredibly formidable people who abide by no law other than to take what they can from other patients, whether those means are through thievery or violence. The wardens cannot reason with them and, on the rare occasions that they leave their 'home' in search of food, the officers themselves are most likely to use their pistols. However, even then the local law enforcers do not shoot to kill; as far as they are concerned, the Ghouls are still patients whom they must look after. It is thought that all the Ghouls were driven to violent extremes by the awakening of their Haki, and most (if not all) of them are capable of using raw Armament as well as raw Observation.
Trends
Fashions
Mullyssa Nemo is hardly at the forefront of fashion, given its location and purpose, and so any form of fashion is rather standard and uniform. Patients typically wear simple white or light grey garb, consisting of white socks, long sleeved shirts, trousers and slip on shoes. Over time, the general fashions have adjusted slightly, but this is the baseline from which all clothing is forged. Most patients also have white raincoats, though these are something of a commodity.
Officers tend to wear their typical deep blue uniforms; suit trousers and jackets, white shirts and black boots, with a blue cap. Yellow reflective raincoats are also issued to them, as too are yellow umbrellas, though they rarely use these for themselves. Generally, their uniforms are extremely basic, but it they do the job.
Laws & Politics
While Mullyssa Nemo is still considered to be a part of the World Government's territory, even they rarely pay visit to it. Every once in a while, a ship may come in to deliver a handful of additional patients and some basic supplies to the island, but aside from this they care very little about its well being and upkeep (Impel Down has proven far more effective for most of their needs since Magellan took the reigns). As such, the island has never had too much strict policing, but the officers do their best to maintain standard laws and bend them as appropriate to fit the needs of the islanders. However, there are a few general rules that are focused on for the sake of the patients' survival.
Curfews
Mullyssa Nemo may not have a strict cycle of night and day, but the officers and wardens keep up a basic curfew system. Rather than rounding up all the patients and cramming them in the buildings for the 'night', they appreciate the erratic nature of sleep patterns and instead issue a very particular type of curfew. During the few hours before full moon and new moon, the officers on duty round up all the patients and find shelter for them to protect them from the harshest moments of the three seasons and from the rapid seasonal shifts. Though not perfect, it works wonders.
Perimeters
Mullyssa Nemo has much in the way of difficult terrain and, as appropriate, the officers maintain a relatively strict perimeter system to prevent patients from wandering into dangerous areas. This is managed through patrols and basic fencing and markers. While hardly foolproof, it does a decent job of keeping wanderers away from the more dangerous areas of the island, such as the ravines which become channels during the Flooding Seasons, or the steep hills that become treacherous slopes in the Freezing Seasons.
"Rhesus Knows"
This is the unspoken law of Mullyssa Nemo, but for reasons many fail to understand, the vast majority of the patients understand it despite rarely discussing it with one another. All that is truly known is that 'Rhesus knows'. The phrase itself can often be found scribbled or etched into various features of the island, with the largest example being a massive chalked up version of the phrase in one of the sheltered courtyards of the main complex. This particular instance, however, can only be read from high up, such as from atop one of the watchtowers.
Industry
As one would expect, an island as small and ghostly as Mullyssa Nemo has no industrial significance. However, through guidance of the officers, many of the patients make use of themselves and help where they can in the general upkeep of the island's establishments. Derelict, dangerous buildings are scavenged for materials to be used in the repair of others. The most prolific 'business' of Mullyssa Nemo is the exchange of information and supplies between the Watchmen and the officers, with both parties appreciating one another's attempts at keeping the island going.
Cuisine
Much as with industry, local cuisine is nothing fanciful or particular. Patients and officers alike feed on soups, as well as the little amounts of chicken and eggs and vegetables that the officers work in rearing for the sake of the island's people. Supplies come in once every few months at best, meaning food is rather strictly rationed, and as such some of the more gluttonous patients have resorted to eating the verminous fauna that they share the island with. Due to the conditions of Mullyssa Nemo, the officers have been able to make efficient cold stores to preserve food for months on end. There are, unfortunately, rumours of cannibalism.
Non-Player Characters
Chief Warden, Johann Carter
The eldest of the officers remaining on the island and head of the Mullyssa Nemo Wardens Society, Johann Carter is effectively the man in charge of it all, though he never seems to act as if that is the case. At sixty two years old, he is the second oldest person on Mullyssa Nemo, and is appropriately wise, but surprisingly fit despite his age. He keeps control when things go awry, generally having a very calm outlook on what's going on; but while Mister Carter is difficult to anger, he is even harder to impress. Standard at just over eight feet tall, he's a man of impressive height and sleek musculature, with short grey hair and a matching moustache which he does his best to keep trimmed. His eyes are a very light blue, and his face is very square and powerful. Otherwise, he dresses exactly the same as his fellow officers.
Wise Man, Abe
The oldest man on Mullyssa Nemo, supposedly nearing the middle of his second century on the planet, Abe is a patient like the majority of the island's population. He is treated with great respect by his peers, particularly the Scholars who follow him and serve as his apprentices, and the officers have a great deal of respect for what this man has accomplished. Despite his age and frail appearance, he is of decent health, donning clean white robes and raincoat. Scrawny and short, Abe has thick and bushy white eye brows and an impressively long straight beard on his chin. A small Fu Manchu moustache decorates his wrinkled and fair visage, but aside from facial hair he is entirely bald and always appears to have his eyes closed. Abe is, so far, the only person on Mullyssa Nemo to completely master his ability to use Haki; entirely of his own volition and determination, with no outside help from an experienced user. He is in the process of teaching his students how to control their Haki.
Overseer, Rhesus
The mysterious overseer known only as Rhesus hides himself away in the highest points of the mostly abandoned main complex, the highest point of Mullyssa Nemo that would provide a viable view of ninety percent of the island if not for the obscuring drizzle that constantly hails down from above. Here, Rhesus lurks. Only a few seem to acknowledge his existence openly, while others cower at the merest mention of his name of the fact that he 'knows'...
Settlements & Places of Interest
Mullyssa Pier
Though it is possible to make landfall elsewhere around the rocky shores of the island, Mullyssa Pier is by far the best bet for those coming to the island. A sturdy stone outcrop was expanded and carved out to form a partly natural pier at which incoming vessels could drop anchor, allowing people to embark and disembark as was necessary, though the pier itself has had very few step from it and onto departing ships. Though not particularly special, this stone stretch is the main port of call when coming to the island, thus making it an important feature. Some sections of the pier have crumbled due to weathering, and the place itself is treacherous during the Freezing Season, where footings are easily lost and cause people to tumble into the icy sea. It can still be crossed, however.
The Gatehouse & The Lighthouse
A pair of buildings located at either end of Mullyssa Pier, the gatehouse sits at the inland end, whilst the lighthouse rests upon a rocky outcrop at the opposing end of the pier, about a sixth of a mile out from the shores.
The Gatehouse is a decently sized structure about the size of a standard cottage, separating the pier from the mainland. It is an off-white building with only two floors, the lower of which is divided by an iron gate which has long since fallen from its hinges and rusted severely due to years of wear, tear and lack of care. The building itself has fallen into disrepair, the windows mostly broken and the interior extremely damp and dusty due to holes in the roof. It once served as a sort of check-in and check-out office, as indicated by numerous rusty filing cabinets and a rotten wooden desk. One can use the old doors to move through the building if they so wish, but the broken gate now leaves it open for people to pass through as they so desire.
The Lighthouse is an impressive structure, but not as large as other lighthouses are. It is still quite the tower, almost three times the size of the gatehouse that sits at the other end of Mullyssa Pier. It is a white and blue banded structure, though the paintwork has long since started to fade and crumble away, and a series of rusty ladders and platforms scale the interior. At the top is a large mirror and oil lantern, capable of casting a bright beam into the distance that pierces even the thickest of fogs that the island's climate can create, though the oil used to ignite it has long since evaporated. Warden Carter comes here every once in a while when off duty.
Outer Blocks
The closest thing to a town that Mullyssa Nemo possesses, the outer blocks are a series of four large grey buildings nestled around the hills of the island, each partially built into the hills themselves to solidify their foundations. They are connected by a series of tunnels and paths cut through the rocks, which were supposedly for emergency purposes back in the day. Each block - labelled A through D - stands at six floors high and is comprised of several halls and simple cells in which patients sleep. Some parts of the blocks, particularly the northernmost Block C, have suffered from the rainfall and lack of consistent care, with many sections having crumbled away or becoming worthless as shelters. Of the four blocks, Block B is in the best condition and currently serves as the island's main 'housing' area, with numerous extensions having been built around it to improve its structural integrity and space. Block D has been abandoned entirely, sitting furthest from Mullyssa Pier and becoming accessible only through a select few routes which are oftentimes too dangerous to travel along. It is most easily accessed during the Freezing Seasons, where glaze forms natural fencing and such due to the geography.
Officers' Building
Smaller than the main blocks, but still of decent size, the officers' building is a grey, 'L' shaped structure that lies not too far away from Block A. Though it is only three floors in height, the fact that it is almost entirely built into the hillside upon which it rests means that it looks larger than it is. It is separated from Block A by a stretch of deep and steep ravine, crossed by a single sturdy bridge forged of concrete, steel and timber. The other end of the building joins a stretch of relatively flat and steady ground that leads around to Block B. Inside the officers' building are converted storerooms for preserving food, and a few rooms have been reconditioned to act as coops for chickens or indoor plantations for very simple crops. Much of Mullyssa Nemo's foods are grown, prepared, stored and rationed here. It is also when the Wardens' Society live, having a few rooms of bunk beds and decent stretch of office in which they keep track of the goings on of the island. Some of the building is unused and abandoned, though sometimes the officers thing that it is not always as empty as they typically believe it to be.
Main Building & Courtyard
The largest building on Mullyssa Nemo stands in the middle of the island, built into the highest of the rocky hills that comprise the landscape. Nine stories tall, this large grey structure towers above all the rest of the island - if not for the weather conditions and their impact on the visibility, looking from the uppermost floors would herald a view of the majority of the land and the surrounding sea. The structure itself possesses a central atrium that extends up through the middle of the building, covered over by the highest floor. This place used to serve as the main block for the patients, and has all the utilities that such a facility would provide; small bedrooms, toilets, a mess hall, bathrooms, and a warden's office on each floor. The atrium itself is overlooked by a series of balconies, staircases and walkways that have fallen into disrepair over time. Indeed, this building has not gone without suffering, with ceilings having caved in, walkways rusted and fallen, walls crumbled, and so on and so forth. However, despite the mostly derelict state it has entered, the integrity of the building is still strong thanks to its solid foundations.
The lower four floors are built into the mountain itself, exposed on two sides to the exterior and on one side to a sheer cliff overlooking a ravine. This cliff side faces the abandoned Block D, while the fourth side, facing Block A, is completely covered by the mountain face. The upper five floors are all exposed and as such are the most heavily weathered, with parts having crumbled and becoming exposed to the elements further, but still standing thanks to the structures. It is almost impossible to thoroughly access these upper floors due to the now labyrinthine and dangerous routes required to do so, but it is purportedly still possible to reach the higher floor, even if the central stairwell of the atrium does now allow it.
The main building's ninth floor is the highest point of Mullyssa Nemo. Smaller than the floors below it, this part of the building was dedicated solely to communications with the outside world as well as the general office running of the island's establishments. However, it has long since been abandoned. The structure itself acts as a natural roof for the atrium and courtyard below, though some rainfall still manages to work its way inside due to the building's poor condition. Rumours state that the mysterious man known as 'Rhesus' has taken up refuge within this almost entirely inaccessible pinnacle of the lost island. An open 'skylight' of sorts allows those above to look down into the atrium, all the way to the courtyard, provided the Foggy Season is not in full swing.
The courtyard is a relatively large open space inside the main building, leading outside due to dereliction. Various bits of scrap and rubble litter the place, but for the most part it is quite open and empty. The main feature of the yard is one that can only be really seen from above; the large etching of 'Rhesus Knows' decorates the worn concrete ground of the courtyard. Due to its positioning, one of the watchtowers can look in and see the courtyard.
The Watchtowers
Mullyssa Nemo once had a dozen watchtowers scattered around, but neglect and weathering has brought that number down to seven. Each consists of a steel and timber frame that supports a small wooden cabin, with a metal ladder that can be raised and lowered sitting in the middle. Each is fitted with a small balcony and a candlelit mirror spotlight, capable of burning through all but the thickest fog that the island can muster. These are common sites of the Watchmen, who take refuge in their heights, for these structures stand about three floors above the ground on which they stand.
The seven remaining watchtowers are located at; (1) the perimeter wall surrounding the main building; (2) near the officers' building end of the bridge; (3) outside Block A's main entrance; (4) at the rear of Block C (5); between Block B and the officers' building; (6) on the cliff overlooking the shores on the other side of the officers' building; and (7) on the path leading from the gatehouse up to Block A.
The other five watchtowers are located at; (1) the other end of the perimeter wall that surrounds the main building (collapsed); (2) near the entrance to Block D (torn down); (3) the rear of Block D at the edge of the ravine (partially collapsed and now hangs over the ravine); (4) on the cliff overlooking the shores between Block D and Block A (rusted and unsafe); and (5) outside Block C's main entrance (collapsed).
Abe's Cavern
The 'Wise Man' known as Abe does not usually reside in the shelters shared by the other patients, but has instead taken up refuge with his apprentices in a deep but small cavern located near the far end of the ravine that separates the officers' building from Block A. The cavern entrance, though well hidden amongst the grey rocks thanks to the island's precipitation, is actually rather easy to access for those that can find it. There is no particular hazard moving in and out during the Foggy or Flooding Seasons, but the glaze essentially seals it off during the Freezing Season. The cavern is accessed via a narrow mouth just big enough for a man to squeeze through, leading through a tight tunnel that veers sharply to the left before widening out into a relatively large chamber fenced with stalactites and stalagmites. A small trickle provides the place with clean water to drink and use to wash, but this flow is regulated by the channel through which it comes; even during the floods, it does not overflow. It has been decorated slightly with bits and bobs, and has a couple of narrower chambers leading off from it which serve as the storehouse and Abe's bedroom respectively. However, don't expect to be allowed in here by his disciples.
Island History
Prior to its discovery by the forces of the World Government, Mullyssa Nemo was nothing more than a desolate rock in the middle of the Calm Belt. Seeing opportunity to make use of this new territory, the forces of the World Government converted the island into an isolated prison - an alternate Impel Down of sorts. This was approximately eighty years ago.
After its first two decades, officials decided to convert Mullyssa Nemo for a different purpose. Rather than lock up any criminals, they began to see the isolated landscape as the perfect place to house the less stable of individuals - those who posed an indirect threat to the World Government and its people. Former high status criminals were moved to Impel Down, while those who had been imprisoned for their instability rather than their power were sent to Mullyssa Nemo.
Branded as patients, individuals sent here were effectively removed from the public eye, under the guise that they would be looked after. Similarly, many volunteers stepped forward - both from the public and from the Marines - to help these individuals live as comfortable a life as would be allowed.
However, seventeen years ago, all funding for Mullyssa Nemo stopped. The World Government would rather have would-be criminals executed or sent to Impel Down - an (almost) inescapable fortress. Considering the idea of directly funding the island to be far too much of a chore, the World Government practically abandoned it, but continued to at least deliver supplies to those who had been sent there. Though given the choice, a selection of the staff decided to stay behind.
Without much influence of law, Mullyssa Nemo started to decay. Eleven years ago, one of the patients - a man known only as Rhesus - effectively overthrew what was left of the island's law enforcement. It was not some vicious uprising, but rather the man took up residence within the main building of the complex and refused entrance to any and all. Without much of a reason to attest his claims, the Wardens - who had set their priorities - instead opted to leave him be. Not much has changed since that moment, save for the island's populace gradually spiraling down into an inevitable abyss.