Olivantia is a nation with a tragic past and an uncertain future. After weathering four centuries of vampyr rule they were finally freed during the Purge and the war that followed. In the decade since the nation has struggled to find it’s identity, a difficult task when most of it’s citizens are not only illiterate, but also have no idea how to govern themselves.
The fledgling government is closely associated with the Knights of the Dawn, one of the strongest orders of the Steward Dalanthar. They played a pivotal role in overthrowing the vampyr, and after the war the citizens turned to them for leadership.
The knights guided the people, helping them form a democratic government. Nearly all of the councilors, judges and governors appointed after the war were also Knights of the Dawn. Those that were not still carried a very open faith in Dalanthar.
This colored the new government, who focused far more on justice and vengeance then on compassion or temperance. First, they hunted down the last vampyr. Then they turned on the vampyr loyalists. When they ran out of targets they passed a law that would have far reaching consequences.
All magic was outlawed in Olivantia. Anyone found practicing any form of magic was put to death. No quarter or mercy was offered. In doing this the new government turned on the very mages who had helped them overthrow the vampyr. They hunted down their allies, killing scores of powerful mages at a great cost in lives.
The surviving mages fled the nation, leaving Olivantia bereft of magic. There were no longer any Shepherds to tend to their crops, or Diviners to tease out their futures, or Battlemages to defend them from voidspawn. All that remained were the knighthood, but as the years passed they found themselves increasingly unequal to the task.
Banditry and lawlessness infested the country. Knights who tried to deal with the problems often found themselves ambushed or even outright assassinated. In frustration they found a new scapegoat, one they could pursue with extreme prejudice. Foreigners.
After the war Hasran merchants saw Olivantia as an untapped market. They brought exotic goods from all over the empire to their southern neighbors, making an obsene profit on the backs of ignorant peasants with no clue of how to haggle.
The knighthood make these merchants their next target, issuing an edict that exiled them from the nation under pain of death. Any that were found had their goods confiscated, and were forcibly marched to the border. They were told not to return.
This provided short term prosperity as the knighthood chose to distribute the seized goods among the populace. Unfortunately once those goods were gone the situation worsened. With no merchants bringing in new goods the Olivantians were limited to what they could make themselves.
This set their advancement and commerce back decades. As life worsened for the average citizen they finally turned on their saviors, the knighthood itself. The people demanded a better life, but the knights simply couldn’t provide it. They’d systematically stripped the tools that would have allowed them to do that very thing.
Many believed the situation couldn’t get any worse. Their government was in shambles. Their people were revolting. Food was scarce. Banditry was horrible. The Orokh tribes were growing bolder with each passing day. Yet the worst was yet to come.
The war had destroyed the vampyr and wiped out the consumed, or so the Knighthood believed anyway. They were completely unprepared for the flood of consumed that boiled out of the blood wood three years ago.
These consumed wiped out town after town, and only those cities large enough to protect themselves with high walls and well trained knights survived the onslaught. All of their other problems faded to the background as a new priority arose. Survival.
In the last three years the knighthood has been stretched to the point of breaking. They’ve lost battle after battle, and have finally fallen back to hold the coastal cities in southern and eastern Olivantia. The entire heart of their nation has been lost to them, and they don’t dare venture forth to find out what’s happening there.
.
Locations in Olivantia
.
The Three Border Citadels
Three citadels were constructed on the side of the river by Olivanticus during the early years of the war between Valys and Olivantia. Each is a massive black stone edifice, intimidating and impregnable. They were designed to serve as bulwarks should Hasra ever attempt an invasion, and blocked every such attempt until the purge.
Even then the Hasran’s were smart enough not to directly assault the citadels. They invaded the country, completely bypassing them so that the citadels stood alone as islands of vampyr power. They didn’t fall for nearly two years, when the the vampyr dreadlords ruling the citadels finally abandoned them since the rest of the country had already fallen.
Today those three citadels have been co-opted by the Hasran military, and are heavily garrisoned. They are the deepest point into Olivantia that Hasra has been allowed to come since the new Olivantia government cut off all trade relations nearly a decade ago.
.
Coastal Cities of the South Sea
There are four large cities dotting the Olivantian coast along the South Sea. Each was founded as a center of commerce long before Olivantia became a nation, but all were conquered within a decade of Olivanticus’s rise to power.
.
Keel Breaker Bay
Keel breaker bay is very aptly named. It originally began as a fishing town sheltered by a bay that is notorious for sinking unwary ships. The bay is full of coral reefs and thick patches of strangleweed, and only those who know the bay can safely navigate it.
The town was eventually taken over by the Ilmatris family, one of the six Families that long controlled trade in the South Seas. The Ilmatris used the town as their own personal empire, ruthlessly pushing out all other traders and replacing the mayor with a member of their family.
The city slowly grew, becoming one of the most prosperous on the South Sea. It was far enough north that it evaded both recent incurisons of The Maw, which has allowed the city to grow in strength as it’s rivals were nearly destroyed.
The city was a thriving metropolous by the time Olivanticus arrived at the head of a massive army of consumed. He requested a meeting with the head of the Ilmatris family, congratulating them on joining the Olivantian nation.
The Ilmatris were smart enough to understand the price of defiance, and turned over their city unconditionally. In exchange Olivanticus promoted several members of the family to vampyr, and one eventually became the dreadlord responsible for overseeing the city.
The city became the most prosperous port in Olivantia, regularly trading with the Merfolk tribes and other cities lining the coasts of the South Sea. Because it was south of the Elentian Canal it was never raized like the northern coastal cities, and enjoyed great prosperity for centuries.
The city even survived the purge with virtually no damage. Members of the Ilmatis family rose up and slew the vampyr dreadlord who ruled the city, even though he was a member of their own family. They used this as proof that they had no ties to the vampyr, and resumed control of the city after the vampyr fell.
The Ilmatis have been in charge ever since, and Keelbreaker is one the few Olivantian cities willing to trade with outsiders. They send a steady stream of ships through the Elentian Canal to to ports all over the Endless Lake, as well as throughout the South Sea. Keelbreaker is the largest port on the South Sea and also one of the most well known.
.
Olivantian Cities Along the Endless Lake
There were originally three cities along the Olivantian coast of the Endless Lake. All three were built in fortified positions, because they served as naval bases during the century long war with Hasra. They were under near constant assault, and the Olivantia navy was wiped out more than once during the war.
As a result the cities were sparsely populated and were nothing more than glorified military outposts. Each contained a handful of vampyr ruling over a garrison of consumed. They were supported by a small group of loyal retainers and enough serfs to make their lives comfortable.
The Purge cut these cities off from any support, and the vampyr leading them knew it would only be a matter of time before Hasran forces invaded. The three dreadlords ruling the cities met in secret to discuss a plan.
After much deliberation they decided to abandon the cities, but before doing so they spent weeks engineering traps, both magical and mundane. They left behind starving consumed, demons and anything else they thought might slow or harm the Hasrans.
When the Hasran legions finally moved to take the three coastal cities they suffered hideous casualties. Once they realized the cities were no longer held by the vampyr they pulled back, abandoning them to the ravages of time.
In the intervening years the cities have become ghost towns, and they are universally avoided by all who know of them. The streets are still lined with traps, and as far as anyone knows there is nothing of any worth in them.
They have become known as The Tombs among Hasran soldiers, and are often spoken of in whispers. The soldiers who visited them at the end of the war often tell tales of the gruesome deaths they witnessed within those walls, and the tales have spread since their deaths.
.
Olivantian Inland Towns
The vampyr citadels were the lynchpin of their defense against Hasra. All men and material used in the war flowed into them, and a series of towns and small cities sprouted up along the roads from the capital to the front.
Most of these were farming communities with small village propers that contained enough inns, smithies, general stores and stables to support the military as it passed through.
After the war most of these towns suffered intense economic hardship, as their services were no longer needed. Without an endless flood of troops passing through their borders they were unable to make a living. This caused many to flee these towns, until most became ghost towns.
The exception were those towns along the Hasran trade routes that were established after the war. The towns learned to cater to the seemingly endless array of merchants that passed through on their way to Reverian and other large cities.
Unfortunately even these towns were devestated when the newly formed Olivantia government passed a law to ban Hasran merchants from their nation. In the intervening decade nearly all have become ghost towns. The few exceptions are listed below.
.
Brenner’s Fields
Neither consumed nor undead require traditional sustance, so one would think that farming communities would have little use in Olivantia. Nothing could be further from the truth. The vampyr required living servants to tend to their housholds. They used entire battalions of living troops, and of course their vast numbers of serfs also required food.
Brenner’s fields was created to feed the armies of the vampyr. They grew corn, wheat and potatoes and also raised sheep, cows and pigs. However, their most controversial livestock was humans. Many vampyr liked live prey, so thousands of slaves were funneled into Brenner’s Fields from the coastal cities bordering the South Sea.
These slaves were held in vast pens erected just west of the town proper, and their wails were a constant source of inspiration to the serfs tending the fields. They had no wish to end up like the slaves, cattle for the insatiable thirst of the vampyr.
After the purge the cages were converted to use for livestock, and Brenner’s field supplied food to much of the nation. They became the largest exporter of livestock, grain and corn and unlike most of the surrounding towns they propsered rather than shrank.
They even exported to the Hasran military at the three citadels, though this practice stopped after the Olivantians ceased all trade with Hasra. This greatly harmed the economy of Brenner’s Field, but they were able to recover by way of trading with the rest of Olivantia.
In the decade since Brenner’s Field has changed little. It is a small industrious town that sends a steady stream of wagons throughout Olivantia to bring food. The only difference from years past is that now those wagons are battlewagons, designed to fight off rampaging consumed.
Brenner’s Field also has a high wooden wall built around it now, as the town is occasionally assaulted by wandering groups of consumed. The well armed militia responds quickly to such attacks, and they rarely breach the walls.
The farmers who tend the fields outside of town often keep redwood lined bolt holes, or tightly barred cellars to flee into when the consumed attacks begin.
The townsfolk are largely uneducated, and only about one in twenty can read at all. They are a supersitious lot, and very distrustful of strangers.
.
The City of Jer Herrod
Jer Herrod is the oldest city in the West, predating the Elentian empire by nearly four centuries. It sits in a sheltered cove between two massive cliffs, near the point where the south sea and southern ocean meet. Their protective arms have saved the city from countless invaders, including the dreaded Maw Pirates that have wiped out so many of Jer Herrod’s neighbors.
Scholars debate the exact date or reason the city was founded, but it’s creation cannot be verified as the city was put to the torch at least once in the first three centuries of its existence. Regardless of it’s origin Jer Herrod has served as a port of call to ships in both the south sea and southern ocean for time immemorial.
During the reign of the Elentian empire the city earned the nickname ‘gateway to the West’ as nearly every traveller who came by sea passed through it’s borders. The large influx of commerce expanded the city until it filled the cove and expaneded up the cliffsides to the plataeu above. These areas were primarily controlled by the wealthy merchants who’d made their fortunes in the city.
When the Elentian empire fell it vastly diminished trade in the region, and Jer Herrod lost much of it’s wealth. This problem was compounded when the Maw passed through the south sea, killing off even more of Jer Herrod’s trade.
By the time Olivanticus annexed the city it had fallen on hard times and had been reduced to a third of it’s former population. The reigning governor was more than happy to turn the city over to the dreadlords, as they brought more trade and stability than Jer Herrod had seen in decades.
Olivantia used Jer Herrod as their largest naval port, which afforded them control over much of the southern coast and south sea. For the next four centuries Jer Herrod regained it’s former glory, growing in size and prestige just as it had under the Elentians.
All of that ended fifteen years ago when the Night of Black Blood removed the vampyr from power. The Olivantian navy scattered, some going into hiding while others were hunted down by the Hasrans. This cut Jer Herrod off from most of the trade it was used to receiving, and it has been in decline ever since.
.
The City & Stronghold of Mountain Shadow
Mountainshadow was the first city created by Olivanticus, and as such always held a place of reverence and prestige among his dreadlords. Stewardship of the town was considered an honor without peer, and only two people other than Olivanticus ever held it.
After Olivanticus moved to Reverian in 111 P.F. he gave control of Mountainshadow to his first wife, Esmerelda. Esmerelda was a powerful dreadlord, but had little desire to conquer or expand her power. Instead she focused on solidfying her household, bearing seven children over the next century.
Each child became a force in their own right, and all moved away from Mountainshadow leaving Esmerelda in solitude. By this time she’d lost Olivanticus’s favor, and he took younger wives to occupy his time. Esmerelda never forgave him for this, and silently brooded from the heart of Mountainshadow like a black widow in the center of her web.
Part of her anger came from the fact that she wasn’t given access to the stronghold Olivanticus had built in the mountain itself. This was the source of much of his power, and something he shared with no one. She’d been a loyal wife for over a century, yet he wouldn’t’ give that level of trust.
This resentment turned to hatred in 237 P.F. when Olivanticus’s eldest grandchild petitioned to join the council. Rakarian was crafty, bold, powerful and charismatic. Through a mixture of guile and skill he was able to kill one of the senior councilors, assuming the man’s governorship.
(Remember earlier story with Rakarian waiting 10 months before making his run for the tree, then attacking a councilor who was unprepared for the assault.)
The first war with Valys began soon after. Rakarian proved to be the most adept general in the war, racking up dozens of victories while sustaining few casualties. Olivanticus was so impressed with his grandchild’s success that he gave Rakarian control over Mountainshadow.
Esmerelda was displaced and given another domain. She was angry, but the fact that her eldest grandchild had received such honor took the sting from the blow to her pride. At least until Olivanticus gave Rakarian access to his mountain fortress, something she’d never been given.
Her role in the downfall of Olivanticus is discussed elsewhere, but it is a certainty that Rakarian’s control of Mountainshadow played a large part in her motivation. He ruled over the city until his death during the Purge in 371 P.F.
After Rakarian’s death the citizens of Mountainshadow took over. They elected the blacksmith Harl as mayor, and have tended to their own affairs ever since. See novel notes from 3rd draft of The Bond of Jhordil for details.
.
The City of Reverian
After Reverian fell to the vampyr Olivanticus made it the capital of his nation. When he was overthrown during the purge the new government chose to establish themselves in the same city.