Post by Kurosaki on Aug 3, 2010 21:58:49 GMT -5
"The Hairy Nation"
Marchen Kingdom
ISLAND NAME: Stronghair Island
ISLAND SIZE: Pretty big, comparable to Dawn island where Goa is located.
REGION: Fairy Tale Route, Grand Line
ISLAND TYPE: Autumn Island
LOG POSE TIME: Seven Days
CLIMATE: Cool, but by no means arctic; the land can have severe winters but also summers that are plenty warm. It's slightly humid, covered with dense forests and many waterways, much like central europe.
ISLAND APPEARANCE: A mountainous land, Marchen is dominated by three things; peaks, valleys and forests. With little if anything completely 'flat', the island seems to have one constantly facing an uphill or downward slope, and much of the land that hasn't been claimed by human hands is decorated with alpine forests.
INHABITANTS: MARCHEN KINGDOM
Inhabitants of Marchen a largely friendly bunch, while the island they live on can be dark and even nasty at times, the people of this nation are largely an upbeat bunch who have learned to face adversity with hard work and cheer. Knowing full well the dangers their island possesses, the Marchen people have no qualms about what sort of ideology or inclination their visitors possess, so long as they remain peaceful toward them. “Better to fight the darkness than each other…” an old phrase of the original settlers, many common folk have taken this as a bit of a mantra and employ the attitude in their day to day lives. Eager to help anyone lost in the dangers of their land, Marchen people are good Samaritans who hold no ills against strangers and often carry the injured and unprepared visitors back to the safety of their settlements as a matter of duty.
Enjoying the joys of food as well as hair wrestling, there seems something down to earth about the populace that extends all the way up to the royal family, with another island mantra being “All are equal both in battle and at the dinner table”. Interestingly, one custom on the island is to regard hair length with great prestige, long hair being a sign that one should be given great respect, and so many of the more ‘upper class’ families have rather excessive hair length. That said, nobility in this land is rather different from the structure it takes in other parts of the world, and there seems to be far fewer degrees of elitism in the land. I suppose in a world where the king himself would eagerly help his people plant and pull crops, it’s hard to excuse those who feel such tasks beneath them.
ISLAND CURIOSITIES:
Flora:
Schwarzbaum
Covering the island are forests made of a particular kind of tree which has been named by the locals ‘Schwarzbaum’; these trees, while largely ordinary in form and function, are noted for having very dark coloured barks, almost as if they’ve been charred by fire. While perfectly healthy, the darkness of the bark on these trees has inspired their name, which means ‘black tree’. While the trees don’t have hair, they still seem affected by the indigenous panten, possessing tough bark that is so durable that many woodsmen rely more on uprooting these trees to work with rather than cut them down. A hard wood to work with but also a worthwhile one, the nation’s navy uses ships with hulls built from ‘Schwarz Board’, the tough timber gives their fleet a black look and a heavy armour, with attacking forces often astonished that their cannon fire does little more damage than raindrops on a roof.
Fauna:
Hohlaffen (Troll)
Perhaps the most famous resident of Marchen, these creatures were once the dominant form of life on the island, but now have become reclusive; sticking to the caves and dark places of the island with a territorial aggression. Commonly known as ‘trolls’, these beasts are believed to be a distant cousin of human life, something that evolved a hair from the missing link, and shows traits of both the apes and their human descendants.
Covered in thick fur like apes, these creatures are full capable of bipedal locomotion, but have large and lumbering bodies. An adult ‘Troll’ being twice the size of the average man, these animals are almost supernaturally strong, but their greatest advantage is their deceptive intelligence.
Their resemblance to gorillas and chimps making them seem less intelligent than they are, these beasts are far more sophisticated than many may give them credit, and it is to the detriment of the many that they make this mistake. Capable of using simple tools like clubs, they do on occasion also use human-made weapons, savagely employing the axes and swords taken from dead mean until they break, partly as a trophy and partly because they have learned the effectiveness of steel. Capable of working together to make traps, these animals can even outsmart the average man, leading them into inescapable situations where they can mercilessly quell them. Don’t be fooled, however; while these animals show intelligence, they have no sympathy or compassion for men, and have displayed no understanding toward them only fear and hate. While omnivores, the Hohlaffen have no taste for the meat of man and even if they kill one will not eat it; to these bright brutes, the act of murder is merely a sign of dominance or to protect their territory.
They are however, loyal to their own species, and will often show far more aggression and anger if their fellow ‘trolls’ are harmed, being incredibly protective of their young. Having what seems close to a ‘language’ the calls of the trolls sound vaguely human, with a distinct flavour of human words to what they say. While the literal translation has never been revealed, the animals seem to voice a sense of hostility with a vocalization close to “Yumad!” and will ‘gloat’ over the bodies of their foes with an almost laughter-like call of ‘Trororororororo!”. It is the latter call that has earned them the name ‘troll’. Interestingly, the creatures seem to have some crude appreciation for beauty; tending to greatly admire shiny objects and have a fascination with gold in particular. It’s little wonder then that their homes seem to be built in the caves with the greatest veins of gold then. The islands best non-human users of Life Return, these animals shape their short fur into barbs when attacking with clubbing blows, using their hair much like a utility, with white furred elders having long and droopy fur that is far more threatening, using it to carve themselves as leaders of their cave bound groups.
Seerene
Bizarre, lake-living mammals distantly related to manatee, these creatures are carnivores with a particular fondness for the flesh of humans, and adaptations to suit this. While they have little mobility on land, they are fantastic swimmers, but moreover infamous tricksters. Covered in pale, human-esque skin and having long heads of hair, these animals are often mistaken for maidens or mermaids bathing in the lake, which is an unwise mitake. Capable of mimicking sounds they hear quite accurately, these murderous beasts have gained a habit of singing songs in sweet feminne voices, luring foolish men into the water and then dragging them to the depths like crocodiles. Able to manipulate their hair into snares, they quickly bind unsuspecting foes with net-like tresses and pull their prey to the murky deep waters, never to be seen from again.
Varg
Believed to be either ancestors or cousins or modern wolves, these massive animals are largely the same as their smaller cousins, but far more aggressive and sizeable. Some believe the Varg to be some sort of hybrid or crossbreed between the Greatwolf of West Blue’s Daijuu Island, and indigenous wolves long ago. As large as tigers when fully grown, they prefer to hunt in packs and roam the mountains and forests with incredible tenacity. With their pack mentality being one of their greatest threats, while a man might be able to kill a lone Varg, the sheer numbers of this animal can easily overwhelm all but the most powerful of warriors. One can’t even flee them by climbing the trees they tend to live in, as these strong animals have the power to bombard and knock down even the largest of indigenous saplings. Unable to really use life return, the bushy coats of these animals imbued with the Panten effect makes their fur dense and durable, as if each animal is wearing a coat of chainmail from snout to tail. Puppies of Varg’s able to be domesticated much like the common wolf, while their size makes them ferocious all the same, they are an excellent working dog when grown. Either as guards and attack dogs or used for hunting, woodsmen have been known to raise domesticated Vargs to help them uproot the mighty Schwarzbaum trees they harvest.
Perhaps the most famous resident of Marchen, these creatures were once the dominant form of life on the island, but now have become reclusive; sticking to the caves and dark places of the island with a territorial aggression. Commonly known as ‘trolls’, these beasts are believed to be a distant cousin of human life, something that evolved a hair from the missing link, and shows traits of both the apes and their human descendants.
Covered in thick fur like apes, these creatures are full capable of bipedal locomotion, but have large and lumbering bodies. An adult ‘Troll’ being twice the size of the average man, these animals are almost supernaturally strong, but their greatest advantage is their deceptive intelligence.
Their resemblance to gorillas and chimps making them seem less intelligent than they are, these beasts are far more sophisticated than many may give them credit, and it is to the detriment of the many that they make this mistake. Capable of using simple tools like clubs, they do on occasion also use human-made weapons, savagely employing the axes and swords taken from dead mean until they break, partly as a trophy and partly because they have learned the effectiveness of steel. Capable of working together to make traps, these animals can even outsmart the average man, leading them into inescapable situations where they can mercilessly quell them. Don’t be fooled, however; while these animals show intelligence, they have no sympathy or compassion for men, and have displayed no understanding toward them only fear and hate. While omnivores, the Hohlaffen have no taste for the meat of man and even if they kill one will not eat it; to these bright brutes, the act of murder is merely a sign of dominance or to protect their territory.
They are however, loyal to their own species, and will often show far more aggression and anger if their fellow ‘trolls’ are harmed, being incredibly protective of their young. Having what seems close to a ‘language’ the calls of the trolls sound vaguely human, with a distinct flavour of human words to what they say. While the literal translation has never been revealed, the animals seem to voice a sense of hostility with a vocalization close to “Yumad!” and will ‘gloat’ over the bodies of their foes with an almost laughter-like call of ‘Trororororororo!”. It is the latter call that has earned them the name ‘troll’. Interestingly, the creatures seem to have some crude appreciation for beauty; tending to greatly admire shiny objects and have a fascination with gold in particular. It’s little wonder then that their homes seem to be built in the caves with the greatest veins of gold then. The islands best non-human users of Life Return, these animals shape their short fur into barbs when attacking with clubbing blows, using their hair much like a utility, with white furred elders having long and droopy fur that is far more threatening, using it to carve themselves as leaders of their cave bound groups.
Seerene
Bizarre, lake-living mammals distantly related to manatee, these creatures are carnivores with a particular fondness for the flesh of humans, and adaptations to suit this. While they have little mobility on land, they are fantastic swimmers, but moreover infamous tricksters. Covered in pale, human-esque skin and having long heads of hair, these animals are often mistaken for maidens or mermaids bathing in the lake, which is an unwise mitake. Capable of mimicking sounds they hear quite accurately, these murderous beasts have gained a habit of singing songs in sweet feminne voices, luring foolish men into the water and then dragging them to the depths like crocodiles. Able to manipulate their hair into snares, they quickly bind unsuspecting foes with net-like tresses and pull their prey to the murky deep waters, never to be seen from again.
Varg
Believed to be either ancestors or cousins or modern wolves, these massive animals are largely the same as their smaller cousins, but far more aggressive and sizeable. Some believe the Varg to be some sort of hybrid or crossbreed between the Greatwolf of West Blue’s Daijuu Island, and indigenous wolves long ago. As large as tigers when fully grown, they prefer to hunt in packs and roam the mountains and forests with incredible tenacity. With their pack mentality being one of their greatest threats, while a man might be able to kill a lone Varg, the sheer numbers of this animal can easily overwhelm all but the most powerful of warriors. One can’t even flee them by climbing the trees they tend to live in, as these strong animals have the power to bombard and knock down even the largest of indigenous saplings. Unable to really use life return, the bushy coats of these animals imbued with the Panten effect makes their fur dense and durable, as if each animal is wearing a coat of chainmail from snout to tail. Puppies of Varg’s able to be domesticated much like the common wolf, while their size makes them ferocious all the same, they are an excellent working dog when grown. Either as guards and attack dogs or used for hunting, woodsmen have been known to raise domesticated Vargs to help them uproot the mighty Schwarzbaum trees they harvest.
Other:
Panten
A strange mineral that is found in the streams of that seems to contain vitamin V. This vitamin is released into the town’s water supply and makes the drinkers hair become very strong and shiney. The strength of the hair is proportional to iron wire, making the peoples Hair very hard to cut but useful none the less. It is sought after by rich women to help improve the appearance of their hair, so even small pieces of Panten can sell for a high price. The royal family, realizing it’s value, have built their palace around a spring on the island boasting the highest concentration of Panten, making their hair so tough most cannot cut it.
However, the mineral isn’t without its disadvantages. Since the animals also drink from this water, their fur becomes very strong and while not growing as long as the humans, it acts as a sort of armour for them. This is part of the reason that the wildlife of this land is far more dangerous than most places.
Life Return
Blessed with perhaps the best hair in the world, the skill/martial art of Life Return has really taken off in this land, with not only skilled humans but also some animals having an innate sense in knowing how to use it. Employing iron hard hair as a weapon, the evolutionary arms race between animals has taken off in this direction, with human settlers who came to the island being forced to play ‘catch up’ in order to survive here. Life return effectively becoming the ‘national martial art’ of the people, Stronghair and the kingdom held by it could be considered something of a ‘home’ of the style, with many of its earliest mentioning’s being found here.
A strange mineral that is found in the streams of that seems to contain vitamin V. This vitamin is released into the town’s water supply and makes the drinkers hair become very strong and shiney. The strength of the hair is proportional to iron wire, making the peoples Hair very hard to cut but useful none the less. It is sought after by rich women to help improve the appearance of their hair, so even small pieces of Panten can sell for a high price. The royal family, realizing it’s value, have built their palace around a spring on the island boasting the highest concentration of Panten, making their hair so tough most cannot cut it.
However, the mineral isn’t without its disadvantages. Since the animals also drink from this water, their fur becomes very strong and while not growing as long as the humans, it acts as a sort of armour for them. This is part of the reason that the wildlife of this land is far more dangerous than most places.
Life Return
Blessed with perhaps the best hair in the world, the skill/martial art of Life Return has really taken off in this land, with not only skilled humans but also some animals having an innate sense in knowing how to use it. Employing iron hard hair as a weapon, the evolutionary arms race between animals has taken off in this direction, with human settlers who came to the island being forced to play ‘catch up’ in order to survive here. Life return effectively becoming the ‘national martial art’ of the people, Stronghair and the kingdom held by it could be considered something of a ‘home’ of the style, with many of its earliest mentioning’s being found here.
THE PEOPLE:
Organizations and Groups:
Behaart Royal Family
Descended from the original settlers of the island, the Behaart family were one of the first to discover the air of fighting with one’s hair, and remain some of the island’s best practitioners of martial arts revolving around mane use. Said to have learned the art by observing the local trolls, each generation seeks to reinforce and promote its use by the population, with an annual competition held without borders for people to compete with each other in a very hairy tourney.
Edelbert Behaart the current king of Marchen and a largely affable man, he seems far more concerned with the people he leads than affairs of state, the country having a long standing tradition of international neutrality and resisting calls from the World Government to join its ranks. That said, he’s usually the first one to whip ponytail and bear against invaders, and absolutely the type to lead his army from the front.
Grimm Brotherhood
A group that came into being initially as guardians of the fledgling settlements of this island, the Grimm Brotherhood has evolved into something similar to a group of warrior monks, adopting a devotion to the protection of both their home nation and at times the surrounding ones from the threat of the supernatural. Originally founded by a pair of brothers who had fought to become the best hunters in the land, this group are experts in dealing with the local wildlife and carry crown authority in this matter, able act to save visitors with crown protection and even arrest those who damage the island’s ecosystem. The name, however, is something of a misnomer; while a ‘brotherhood’, the ground eagerly accepts sisters as well, with each now entrant receiving the surname ‘Grimm’ and considered one of a large and at times rowdy family. Currently headed by a sister, Seiglinde Grimm, the group maintain a large military presence, but it pales in comparison to the island’s National Guard.
National Guard
Tasked with the protection of the borders of Marchen, while the Grimm Brotherhood takes care of the monsters inland, it is the National Guard’s responsibility to protect the land from ‘beasts’ outside it. Having a standing force of a hundred thousand, it could be said that the entire population of Marchen is part of its ‘army’, with any able bodied man and woman undergoing basic military training and able to defend themselves against attack. This act helping to maintain the land’s peaceful neutrality, the nation is not one pirates would relish trifling with, as the citizens and even the king himself are far more prone to attacking aggressors rather than fleeing them.
The Black Fleet
A subdivision of the National Guard dedicated to maritime affairs, the ‘Black Fleet’ as it is known informally is the islands navy, named for the dark coloured Schwarzbaum wood their hulls are made from. Tough wood acting like armour for the ships, this island’s navy has no problems exchanging heavy fire with attacking forces, able to shrug off all but the weightiest of cannon fire thanks to good design and material. Fortunately a protective force, while the Black Fleet might be an intimidating sight to behold, they only act in their nation’s defence.
Descended from the original settlers of the island, the Behaart family were one of the first to discover the air of fighting with one’s hair, and remain some of the island’s best practitioners of martial arts revolving around mane use. Said to have learned the art by observing the local trolls, each generation seeks to reinforce and promote its use by the population, with an annual competition held without borders for people to compete with each other in a very hairy tourney.
Edelbert Behaart the current king of Marchen and a largely affable man, he seems far more concerned with the people he leads than affairs of state, the country having a long standing tradition of international neutrality and resisting calls from the World Government to join its ranks. That said, he’s usually the first one to whip ponytail and bear against invaders, and absolutely the type to lead his army from the front.
Grimm Brotherhood
A group that came into being initially as guardians of the fledgling settlements of this island, the Grimm Brotherhood has evolved into something similar to a group of warrior monks, adopting a devotion to the protection of both their home nation and at times the surrounding ones from the threat of the supernatural. Originally founded by a pair of brothers who had fought to become the best hunters in the land, this group are experts in dealing with the local wildlife and carry crown authority in this matter, able act to save visitors with crown protection and even arrest those who damage the island’s ecosystem. The name, however, is something of a misnomer; while a ‘brotherhood’, the ground eagerly accepts sisters as well, with each now entrant receiving the surname ‘Grimm’ and considered one of a large and at times rowdy family. Currently headed by a sister, Seiglinde Grimm, the group maintain a large military presence, but it pales in comparison to the island’s National Guard.
National Guard
Tasked with the protection of the borders of Marchen, while the Grimm Brotherhood takes care of the monsters inland, it is the National Guard’s responsibility to protect the land from ‘beasts’ outside it. Having a standing force of a hundred thousand, it could be said that the entire population of Marchen is part of its ‘army’, with any able bodied man and woman undergoing basic military training and able to defend themselves against attack. This act helping to maintain the land’s peaceful neutrality, the nation is not one pirates would relish trifling with, as the citizens and even the king himself are far more prone to attacking aggressors rather than fleeing them.
The Black Fleet
A subdivision of the National Guard dedicated to maritime affairs, the ‘Black Fleet’ as it is known informally is the islands navy, named for the dark coloured Schwarzbaum wood their hulls are made from. Tough wood acting like armour for the ships, this island’s navy has no problems exchanging heavy fire with attacking forces, able to shrug off all but the weightiest of cannon fire thanks to good design and material. Fortunately a protective force, while the Black Fleet might be an intimidating sight to behold, they only act in their nation’s defence.
NPC's:
The Royal Family
King Edebert Berhaart VI (Forty Six)
King of the Country and also the reigning champion of the annual hair contest, Edelbert is a down to earth ruler who likes to live as part of the people, often using the free time his position affords him to mix with the common folk and often get his hands dirty either in fields or workshops. Often mistaken for one of the people by visitors, he seems to laugh off these mistakes and make friends easily.
Prince Zeal Berhaart (Twenty Four)
A young man who doesn’t quite match his father in terms of passion for living as a common man, while Zeal is by no means ensnared by elitism to any degree, some have commented that living in the shadow of his father for all his life has left the young man with a mild distaste for the spotlight. Savvy minded and shrewd, since his teenage years and the death of the queen, Zeal has been actively involved in the day to day running of the country and is an able politician. Often sent as an envoy and ambassador to other nations, the young man has no shortage of likeability and despite his more private nature has many friends in other nations.
Princess Rapunn Berhaart (Nineteen)
Princess of the nation and daughter of Edelbert, Rapunn has inherited her father’s zeal for the populace, though engages it in less earthy manners. Often a visitor to schools and orphanages, Rapunn loves to both read and write fairy tales, and tells the tales she has written to the young eyes that surrounds her. Blessed with long and luxurious golden hair, Rapunn is known in many lands for her beauty, with some even remarking she rivals the mermaids in terms of grace and loveliness.
King of the Country and also the reigning champion of the annual hair contest, Edelbert is a down to earth ruler who likes to live as part of the people, often using the free time his position affords him to mix with the common folk and often get his hands dirty either in fields or workshops. Often mistaken for one of the people by visitors, he seems to laugh off these mistakes and make friends easily.
Prince Zeal Berhaart (Twenty Four)
A young man who doesn’t quite match his father in terms of passion for living as a common man, while Zeal is by no means ensnared by elitism to any degree, some have commented that living in the shadow of his father for all his life has left the young man with a mild distaste for the spotlight. Savvy minded and shrewd, since his teenage years and the death of the queen, Zeal has been actively involved in the day to day running of the country and is an able politician. Often sent as an envoy and ambassador to other nations, the young man has no shortage of likeability and despite his more private nature has many friends in other nations.
Princess Rapunn Berhaart (Nineteen)
Princess of the nation and daughter of Edelbert, Rapunn has inherited her father’s zeal for the populace, though engages it in less earthy manners. Often a visitor to schools and orphanages, Rapunn loves to both read and write fairy tales, and tells the tales she has written to the young eyes that surrounds her. Blessed with long and luxurious golden hair, Rapunn is known in many lands for her beauty, with some even remarking she rivals the mermaids in terms of grace and loveliness.
The 'Power Trio'
General Seiglein Grimm (Thirty Eight)
The woman who leads the Grimm Brotherhood, Seiglein was formerly a Berhaart, the younger sister of the current king who happened to be taken under the wing previous leader of Grimm. A fearsome shot with any form of bow, crossed or otherwise, Seiglein is also adept at using her hair for close combat, and an expert hunter. Sharp enough a shooter to attack Trolls and Varg at their weakest points, she can take them down with only a few shots, striking at them where their fur is thinnest to bypass their guard. Trained in hair fighting by her champion older brother, she is no slouch in this regard and shares a friendly rivalry with her brother turned king.
General Heinz Seppel (Forty Four)
The leader of the national army, Ewald also has the distinction of being the chief instructor of both the military academy and self defense training house. Because it is his duty to ensure each and every able bodied person is trained and equipped to defend themselves, Heinz is regarded by many as the 'public face' of the military and knows a lot of his nation by name, possessing a great mind for remembering faces and names. Using his own hair fighting more as a side skill for impressive polearm ability, Seppel uses his hair for agility and movement while guarding and outmaneuvering with his graceful spear work.
Admiral Erika Marlen (Thirty Two)
The young woman who recently ascended to the command of the 'Black Fleet', Erika succeeded her mentor a couple of years ago and has quickly established herself as a capable military leader. Like most of their military might, Miss Marlen is skilled in the hair-based combat application, herself favouring the approach of using her long locks to wield a multitude of blades with her locks, carrying about a dozen cutlasses between hands and hair and fighting like something of a 'human blender'. Part of the Admiral's duties also involving maintaining the shipyards, Erika has been known to deal personally with certain visitors and if you win her favor, might negotiate the use of their precious wood resources for you with the royal family.
The woman who leads the Grimm Brotherhood, Seiglein was formerly a Berhaart, the younger sister of the current king who happened to be taken under the wing previous leader of Grimm. A fearsome shot with any form of bow, crossed or otherwise, Seiglein is also adept at using her hair for close combat, and an expert hunter. Sharp enough a shooter to attack Trolls and Varg at their weakest points, she can take them down with only a few shots, striking at them where their fur is thinnest to bypass their guard. Trained in hair fighting by her champion older brother, she is no slouch in this regard and shares a friendly rivalry with her brother turned king.
General Heinz Seppel (Forty Four)
The leader of the national army, Ewald also has the distinction of being the chief instructor of both the military academy and self defense training house. Because it is his duty to ensure each and every able bodied person is trained and equipped to defend themselves, Heinz is regarded by many as the 'public face' of the military and knows a lot of his nation by name, possessing a great mind for remembering faces and names. Using his own hair fighting more as a side skill for impressive polearm ability, Seppel uses his hair for agility and movement while guarding and outmaneuvering with his graceful spear work.
Admiral Erika Marlen (Thirty Two)
The young woman who recently ascended to the command of the 'Black Fleet', Erika succeeded her mentor a couple of years ago and has quickly established herself as a capable military leader. Like most of their military might, Miss Marlen is skilled in the hair-based combat application, herself favouring the approach of using her long locks to wield a multitude of blades with her locks, carrying about a dozen cutlasses between hands and hair and fighting like something of a 'human blender'. Part of the Admiral's duties also involving maintaining the shipyards, Erika has been known to deal personally with certain visitors and if you win her favor, might negotiate the use of their precious wood resources for you with the royal family.
Other
Irrsinnig (Forty Eight)
An aging man who wears only hair for clothes, one might be fooled into thinking this man is mad as he tries to force his lifestyle on strangers, and you're probably right. However, Irrsinnig is a strong combatant in hair fighting, his bushy and body covering hair a powerful weapon when put to good use, and despite his pushy views quite a decent man. When not trying persuade tourists to abandon the shackles of clothing and live as 'nature intended', the man tours the roads of the land to protect visitors, and has even been known to teach a thing or two about hair control to people with the right attitude. Unfortunately, the attitude that agrees with him is also the path of hair covered nudity, so not many seem to be able to pay that price for the offered reward.
Rudolph Marlen (Fifty Four)
A former soldier who now works as a woodcutter out in the forests, he is the father of the current Black Fleet Admiral Erika Marlen and his skills form the foundation of her own. Preferring axes to swords, his 'buzzsaw cut' technique uses roughly ten axes in a whirl to hack through the Schwarzbaum and is one of the few islanders who can cut through their trunks without special tools. Living in a cabin in the middle of nowhere, he's known for picking up 'strays' and bringing them home, having a pack of Vargs he has raised from puppies running around his home.
An aging man who wears only hair for clothes, one might be fooled into thinking this man is mad as he tries to force his lifestyle on strangers, and you're probably right. However, Irrsinnig is a strong combatant in hair fighting, his bushy and body covering hair a powerful weapon when put to good use, and despite his pushy views quite a decent man. When not trying persuade tourists to abandon the shackles of clothing and live as 'nature intended', the man tours the roads of the land to protect visitors, and has even been known to teach a thing or two about hair control to people with the right attitude. Unfortunately, the attitude that agrees with him is also the path of hair covered nudity, so not many seem to be able to pay that price for the offered reward.
Rudolph Marlen (Fifty Four)
A former soldier who now works as a woodcutter out in the forests, he is the father of the current Black Fleet Admiral Erika Marlen and his skills form the foundation of her own. Preferring axes to swords, his 'buzzsaw cut' technique uses roughly ten axes in a whirl to hack through the Schwarzbaum and is one of the few islanders who can cut through their trunks without special tools. Living in a cabin in the middle of nowhere, he's known for picking up 'strays' and bringing them home, having a pack of Vargs he has raised from puppies running around his home.
Trends:
Fashion
Long hair the land’s most notable fashion, the longer one’s hair the more prestige one is supposed to have, with the royal family said to never have a haircut from birth to death. The role of a ‘hair carrier’ being something of prestige, the wealthy often employ people to gracefully carry their excessive locks when not in use, with the best paid ones even taking the time to shampoo and comb their employers locks on the move. Ornaments for the hair definitely something of a showpiece, as well as hairstyles generally, the height of fashion seems to be locks with fine banded jewellery and a somewhat bouffant nature, with a high pompadour a popular style for men and women alike.
Fashions overall resembling those of a Gothic fashion, the overall ‘look’ of the land perhaps appears somewhat dated, but the heavy clothes the people wear do seem to suit its crisp and cool climate. Women wearing long and thick gowns while men sport frilled suits, the colours are usually quite demure and clothing generally takes a backseat in appearance appreciation to the status of hair.
Unfortunately, as with many lands, there seem to be those who take things too far.’Haarhosen’ is an ancient custom that some families have never quite forgotten, these people seem to forgo the need for ‘foreign coverings’ and instead use their hair to cover themselves. Wearing dungarees type garments that are made from entirely their own hair wrapped around their form using life return, modern movements have made this mind set something of a joke, with many of its practitioners becoming pariah’s in the current age.
Politics
Remaining firmly neutral in world politics, while at times nations around them ask for the use of the Grimm Brotherhood to deal with bestial infestations, the country is somewhat isolated from the world in terms of its political landscape.
Industry
Hard working people, the nation of Marchen has quite a reputation for being something of an economic powerhouse in terms of exportation, with its diligent and industrious souls working hard to earn the wealth it has. A mining country, Panten is not the only mineral that the nation is wealthy in, with the land deep rock holding great stores of valuable gold and jewels, as well as constructive materials like iron ore.
Land filled with master craftsmen, the people of Marchen are known for their work in things such as furnishing and even have great shipyards building and repairing grand vessels at times built from Schwarzbaum for its strength and durability. The biggest benefactor of their impressive shipyards being their own fleet of black hulled boats, the souls of Marchen aren’t against doing work on the vessels of friendly visitors, however use of the Schwarzbaum is strictly limited by royal permission only.
Cuisine
A nation that loves mealtimes, the food of Marchen can be described as hearty and simple, with more emphasis placed on good taste and substance than the fine details and fussiness of other cooking methods. Lovers of meat, the cooks of Marchen usually have some form of animal flesh with every meal, either being tender cuts or minced pieces poured into thick sausages. Bratwurst a popular dish for any time of the day, workers often take one of these thick and delicious sausages sausages to heat on the job and eat in a long bun, the size of the meal earning the nickname the ‘hot log’. Cakes also something that Marchen does very well, sweets of the land tend to be delicious and rarely overly sweet, adding flavours of things like cherries and spices to give their confection body rather than excessive sugariness. That said, much like the main meals, sweet courses can be rather heavy and filling, and one is advised to let their belly rather than eyes do the looking when choosing a dessert.
Long hair the land’s most notable fashion, the longer one’s hair the more prestige one is supposed to have, with the royal family said to never have a haircut from birth to death. The role of a ‘hair carrier’ being something of prestige, the wealthy often employ people to gracefully carry their excessive locks when not in use, with the best paid ones even taking the time to shampoo and comb their employers locks on the move. Ornaments for the hair definitely something of a showpiece, as well as hairstyles generally, the height of fashion seems to be locks with fine banded jewellery and a somewhat bouffant nature, with a high pompadour a popular style for men and women alike.
Fashions overall resembling those of a Gothic fashion, the overall ‘look’ of the land perhaps appears somewhat dated, but the heavy clothes the people wear do seem to suit its crisp and cool climate. Women wearing long and thick gowns while men sport frilled suits, the colours are usually quite demure and clothing generally takes a backseat in appearance appreciation to the status of hair.
Unfortunately, as with many lands, there seem to be those who take things too far.’Haarhosen’ is an ancient custom that some families have never quite forgotten, these people seem to forgo the need for ‘foreign coverings’ and instead use their hair to cover themselves. Wearing dungarees type garments that are made from entirely their own hair wrapped around their form using life return, modern movements have made this mind set something of a joke, with many of its practitioners becoming pariah’s in the current age.
Politics
Remaining firmly neutral in world politics, while at times nations around them ask for the use of the Grimm Brotherhood to deal with bestial infestations, the country is somewhat isolated from the world in terms of its political landscape.
Industry
Hard working people, the nation of Marchen has quite a reputation for being something of an economic powerhouse in terms of exportation, with its diligent and industrious souls working hard to earn the wealth it has. A mining country, Panten is not the only mineral that the nation is wealthy in, with the land deep rock holding great stores of valuable gold and jewels, as well as constructive materials like iron ore.
Land filled with master craftsmen, the people of Marchen are known for their work in things such as furnishing and even have great shipyards building and repairing grand vessels at times built from Schwarzbaum for its strength and durability. The biggest benefactor of their impressive shipyards being their own fleet of black hulled boats, the souls of Marchen aren’t against doing work on the vessels of friendly visitors, however use of the Schwarzbaum is strictly limited by royal permission only.
Cuisine
A nation that loves mealtimes, the food of Marchen can be described as hearty and simple, with more emphasis placed on good taste and substance than the fine details and fussiness of other cooking methods. Lovers of meat, the cooks of Marchen usually have some form of animal flesh with every meal, either being tender cuts or minced pieces poured into thick sausages. Bratwurst a popular dish for any time of the day, workers often take one of these thick and delicious sausages sausages to heat on the job and eat in a long bun, the size of the meal earning the nickname the ‘hot log’. Cakes also something that Marchen does very well, sweets of the land tend to be delicious and rarely overly sweet, adding flavours of things like cherries and spices to give their confection body rather than excessive sugariness. That said, much like the main meals, sweet courses can be rather heavy and filling, and one is advised to let their belly rather than eyes do the looking when choosing a dessert.
LAYOUT:
Island Map: LINK
Settlements:
Haarupstaad (City)
The capital city of the Marchen Kingdom and largest population, this bustling metropolis holds the palace and main barracks for the national guard, as well as has half the island's total population living here.
Befistigan (Town)
The second largest hub of the people, Befistigan once linked to a village even further west as a kind of 'way station', but as the danger in that land increased many settlers relocated to this town. Set next to a river in the middle of the island's farmland, Befistigan supports the farmers in the region with a guard depot and outpost for the Grimm Brotherhood, and is usually where the harvest is gathered before being transported all over the island. Locals usually warn visitors to beware of the nearby Lake Lorelay and the dangerous mountains beyond.
Klammer (Town)
The 'Southern Port', Klammer has a dock and is the home of the Grimm Brotherhood, with their headquarters having access to a personal dock for their own ships. More heavily populated than it's sister the other side of the Vikar Mountains, the Grimm Brotherhood uses it as a base of operations to watch over the flatter, thickly inhabited part of the nation and this town tends to act as the nations major port.
Schleife (Town)
The 'South-Eastern Port', Schleife is the smallest settlement still functioning in the land, and stands as the combined location for the headquarters of the black fleet and the island's productive shipyards, with most of it's inhabitants dedicated to either of these causes.
The capital city of the Marchen Kingdom and largest population, this bustling metropolis holds the palace and main barracks for the national guard, as well as has half the island's total population living here.
Befistigan (Town)
The second largest hub of the people, Befistigan once linked to a village even further west as a kind of 'way station', but as the danger in that land increased many settlers relocated to this town. Set next to a river in the middle of the island's farmland, Befistigan supports the farmers in the region with a guard depot and outpost for the Grimm Brotherhood, and is usually where the harvest is gathered before being transported all over the island. Locals usually warn visitors to beware of the nearby Lake Lorelay and the dangerous mountains beyond.
Klammer (Town)
The 'Southern Port', Klammer has a dock and is the home of the Grimm Brotherhood, with their headquarters having access to a personal dock for their own ships. More heavily populated than it's sister the other side of the Vikar Mountains, the Grimm Brotherhood uses it as a base of operations to watch over the flatter, thickly inhabited part of the nation and this town tends to act as the nations major port.
Schleife (Town)
The 'South-Eastern Port', Schleife is the smallest settlement still functioning in the land, and stands as the combined location for the headquarters of the black fleet and the island's productive shipyards, with most of it's inhabitants dedicated to either of these causes.
Places of Interest:
Forgotten Village
On the western coast of the island there is a small collection of long abandoned homes from a small village in the mountains there. Initially established as a new port, the danger of the Trolls and Vargs in the nearby mountain and difficulty getting there led to the site being abandoned, with many inhabitants rehoming to Befistigan.
Cabin in the Woods
In the forests that dominate the eastern landscape lies a lone cabin in the woods surrounded by Varg. This is the home of the woodcutter Rudolph Marlen, and some who are overcome in the eastern region find themselves awaking in his cabin. Others, however, simply do not wake at all.
Lake Lorelay
Home of the Seerene, this lake is a dangerous place for those unprepared, as while the creatures are uncommon in the local waters, this lake is teeming with the deceitful beasts. Several attempts have been made by the Grimm Brotherhood to clear the lake once and for all, but it is so large and deep that small pockets of the animals always seem to remain, rebuilding their numbers to return generations later.
On the western coast of the island there is a small collection of long abandoned homes from a small village in the mountains there. Initially established as a new port, the danger of the Trolls and Vargs in the nearby mountain and difficulty getting there led to the site being abandoned, with many inhabitants rehoming to Befistigan.
Cabin in the Woods
In the forests that dominate the eastern landscape lies a lone cabin in the woods surrounded by Varg. This is the home of the woodcutter Rudolph Marlen, and some who are overcome in the eastern region find themselves awaking in his cabin. Others, however, simply do not wake at all.
Lake Lorelay
Home of the Seerene, this lake is a dangerous place for those unprepared, as while the creatures are uncommon in the local waters, this lake is teeming with the deceitful beasts. Several attempts have been made by the Grimm Brotherhood to clear the lake once and for all, but it is so large and deep that small pockets of the animals always seem to remain, rebuilding their numbers to return generations later.
LOCAL MISSIONS:
Stop the Troll Kong!
Reports have been found of a gigantic troll making it's way through the mountains and heading straight for the capital! Leading an army of several dozen ordinary Hofflaffen, this gigantic mutant is the size of most Giants and has all the natural advantages of their species in addition to it's size. With even the Grimm Brotherhood panicked by this, they're accepting any and all help people can provide, and the king himself has promised to reward anyone who protects his nation a handsome reward.
Investigate the lost village!
Rumors have been heard that the long forgotten village on the island's west coast has inhabitants? While the stories are vague, with reports saying it could be lost children, bandits and brigands, trolls playing house as humans or even ghosts, the Grimm Brotherhood are offering a reward for 'freelance work' to investigate the truth and act accordingly.
ISLAND HISTORY:
Beginnings
The earliest recorded history of this land coming some eleven hundred years previously, there is a mention of a land filled with ‘cannibal mermaids’ and ‘cave monsters’ in a mountainous land in a log book of an ancient explorer, a place where he lost half his crew to the savage creatures. Some four hundred years later, or seven hundred years before the current age, the land was colonized by human hands. Settlers from the western blue headed to the promise of expansion in the Grand Line, these earliest inhabitants did not fare significantly better than the visitors four centuries before; many of them picked off by Vargs or falling foul of Seerene or Trolls. Setting up a small town at the forking point where a lake became a branching pair of rivers, the fledgling community dwindled to a only a handful of families, struggling almost hopelessly to survive before by chance they gained a strange hint on survival.
A curious young son tailing a Troll Elder into its cave, the boy witnessed the beast using its hair so strangely and began to try and do the same himself. Lost in the mountains for many months, through desperation and meditation, the growing mane the young man learned to control became a powerful tool. Returning to the fledgling town to find himself the only survivor of his family, what remained of the settlement called his return a miracle, marvelling at the wire-like hair he had attained from the waters of streams and even more so at his ability to manipulate it with his mind. Teaching the others what he had learned, the young man was nominated by the survivors as their leader, and his name was Schtolteheim Berhaart I.
A curious young son tailing a Troll Elder into its cave, the boy witnessed the beast using its hair so strangely and began to try and do the same himself. Lost in the mountains for many months, through desperation and meditation, the growing mane the young man learned to control became a powerful tool. Returning to the fledgling town to find himself the only survivor of his family, what remained of the settlement called his return a miracle, marvelling at the wire-like hair he had attained from the waters of streams and even more so at his ability to manipulate it with his mind. Teaching the others what he had learned, the young man was nominated by the survivors as their leader, and his name was Schtolteheim Berhaart I.
The 'Short' Version
The leader becoming a king, as the country began to slowly and surely bloom thanks to their combined efforts, gradually more settled there. Declaring themselves the ‘Marchen Kingdom’ a couple of generations later, the descendants of Schtolteheim became the Berhaart Royal Family, though often it seemed more of an official title than a true position. Everyone mucking in, working through gruelling days to make this new land a success, from King to Cobbler the people strived to make their land great, and gradually did.
Monsters still a threat, in the time of the first King the man passed an order to give a pair of beast hunters official power to fight off this danger, Bau and Lukas Grimm becoming the founders of a brotherhood that inducted those willing and trained them to fight the darkness. Years rolling by under the protection of this ancient order, their successors were selected both by popular vote and prowess, with the strongest warriors campaigning to succeed the last master of the brotherhood when the last stepped down or more commonly at the time died. Becoming experts in fighting the wildlife, the ‘Brothers Grimm’ kept the monsters at bay while the common folk built the island’s first town into a small city, and Haarupstaad was truly born.
Mines dug carefully to avoid troll infested regions and woodland cut back for farmland, as the fledgling community began to flourish over the next centuries, settlements began to pop up southward and in the west. The eastern woods far too rife with Varg activity for habitation to be truly viable, it was the mouths of rivers where ports were built that saw the second stage of Marchen’s prosperity, but also some tragedy. The two ports of Klammer and Schleife south of the capital slowly developing into settlements, the watchful eyes of the island’s naval guards and Grimm brotherhood were stationed at each, forming a sort of ‘triangle’ of protection for the land. With the national guard housed in the capital, the beasts of the land nor the rampaging souls at sea could seem to have much success against the central unity, however one settlement was not so lucky.
An ancient site known as ‘Lorbeer’ constructed at the mouth of a river running past the dangerous Lake Lorelay and through the Troll Infested Starkad Mountains, this small village that tried to repeat the success seen with its other two ports was always plagued with problems. Sereene skipping down and dragging unlucky souls into the water, those who clung too close to the mountains often found angry Haaflaffen bearing down on them, houses frequently being smashed when built too far away from the water. Eventually, after years of attacks without success, what was left of the small community retreated back inland in what was the nation’s biggest setback to date. However, not all was lost. Many of the retreating islanders recuperating at a small hamlet that served as a sort of ‘rest stop’ between the former village and the capital, the population bloomed here instead. Vargs largely cleared from the western woods by the Grimm Brotherhood’s frequent patrols, while the nearby Lake of Lorelay was still something of a nuisance, the new settlement of Befistigan which sat in the middle of the island’s farmland. Thriving to the modern age, Befistigan has surpassed both the southern ports in size and is now the second largest centre of human mass on the island, holding a rural community that the simple folk in the region seem to love.
Island something of a success by this point, thanks to the rich veins of gold and jewels it had become something of an interest for the World Government, a union of nations that seemed to be slowly pulling each civilized culture in the world into its sphere. Having built their country out of nothing with their own hands, the people of Marchen were strongly independent and had no mind for joining such a collective, the monarch and the people united in their desire to keep themselves free of global politics. Refusing the pressure from the World Government to cede to their influence, Marchen established a truce with the political machine and eventually managed to come to terms of agreement in a non-aggression policy. The Government agreed to have no influence on the nation in exchange for a solemn promise that Marchen would not use its wealth or forces in a manner detrimental to ‘World Success’. This treaty stands to this day, with the government and Marchen often exchanging ambassadors as a show of civility, but some in the country have their concerns that the country has seen its share of spies enter it. Paranoid as they may be, there are more than a few that hold the concern that so dominating an establishment would never truly ignore a country with both strong resources and a powerful military force. However, nothing has ever been proven that violates the pact made.
Moving into the current age, after negotiation with the World Government and assurance that the act would not be put to ill use, in response to the threat of the Great Age of Piracy the country has established a much more powerful navy. The country now equipped with dozens of strong hulled ships as a self-defence force, the heavy tide that Gol D Roger’s declaration inspired has only affected the Marchen Kingdom to a mild degree. Impressive Naval activity driving off the bloodthirsty, those pirates not intending to cause problems are allowed to make port in the land, though are often watchfully monitored by the local forces.
Monsters still a threat, in the time of the first King the man passed an order to give a pair of beast hunters official power to fight off this danger, Bau and Lukas Grimm becoming the founders of a brotherhood that inducted those willing and trained them to fight the darkness. Years rolling by under the protection of this ancient order, their successors were selected both by popular vote and prowess, with the strongest warriors campaigning to succeed the last master of the brotherhood when the last stepped down or more commonly at the time died. Becoming experts in fighting the wildlife, the ‘Brothers Grimm’ kept the monsters at bay while the common folk built the island’s first town into a small city, and Haarupstaad was truly born.
Mines dug carefully to avoid troll infested regions and woodland cut back for farmland, as the fledgling community began to flourish over the next centuries, settlements began to pop up southward and in the west. The eastern woods far too rife with Varg activity for habitation to be truly viable, it was the mouths of rivers where ports were built that saw the second stage of Marchen’s prosperity, but also some tragedy. The two ports of Klammer and Schleife south of the capital slowly developing into settlements, the watchful eyes of the island’s naval guards and Grimm brotherhood were stationed at each, forming a sort of ‘triangle’ of protection for the land. With the national guard housed in the capital, the beasts of the land nor the rampaging souls at sea could seem to have much success against the central unity, however one settlement was not so lucky.
An ancient site known as ‘Lorbeer’ constructed at the mouth of a river running past the dangerous Lake Lorelay and through the Troll Infested Starkad Mountains, this small village that tried to repeat the success seen with its other two ports was always plagued with problems. Sereene skipping down and dragging unlucky souls into the water, those who clung too close to the mountains often found angry Haaflaffen bearing down on them, houses frequently being smashed when built too far away from the water. Eventually, after years of attacks without success, what was left of the small community retreated back inland in what was the nation’s biggest setback to date. However, not all was lost. Many of the retreating islanders recuperating at a small hamlet that served as a sort of ‘rest stop’ between the former village and the capital, the population bloomed here instead. Vargs largely cleared from the western woods by the Grimm Brotherhood’s frequent patrols, while the nearby Lake of Lorelay was still something of a nuisance, the new settlement of Befistigan which sat in the middle of the island’s farmland. Thriving to the modern age, Befistigan has surpassed both the southern ports in size and is now the second largest centre of human mass on the island, holding a rural community that the simple folk in the region seem to love.
Island something of a success by this point, thanks to the rich veins of gold and jewels it had become something of an interest for the World Government, a union of nations that seemed to be slowly pulling each civilized culture in the world into its sphere. Having built their country out of nothing with their own hands, the people of Marchen were strongly independent and had no mind for joining such a collective, the monarch and the people united in their desire to keep themselves free of global politics. Refusing the pressure from the World Government to cede to their influence, Marchen established a truce with the political machine and eventually managed to come to terms of agreement in a non-aggression policy. The Government agreed to have no influence on the nation in exchange for a solemn promise that Marchen would not use its wealth or forces in a manner detrimental to ‘World Success’. This treaty stands to this day, with the government and Marchen often exchanging ambassadors as a show of civility, but some in the country have their concerns that the country has seen its share of spies enter it. Paranoid as they may be, there are more than a few that hold the concern that so dominating an establishment would never truly ignore a country with both strong resources and a powerful military force. However, nothing has ever been proven that violates the pact made.
Moving into the current age, after negotiation with the World Government and assurance that the act would not be put to ill use, in response to the threat of the Great Age of Piracy the country has established a much more powerful navy. The country now equipped with dozens of strong hulled ships as a self-defence force, the heavy tide that Gol D Roger’s declaration inspired has only affected the Marchen Kingdom to a mild degree. Impressive Naval activity driving off the bloodthirsty, those pirates not intending to cause problems are allowed to make port in the land, though are often watchfully monitored by the local forces.
Created by EriChar.