Olland
Deep within the untouched forests of Crosela lies Ollond, an ancient and fiercely protected domain of the wood elves. Shielded by towering trees, enchanted groves, and an unyielding elven military presence, no outsider is permitted to step foot within its borders. The elves of Ollond consider themselves a superior race, untouched by the corruption of lesser beings, and their isolationism is absolute.
Only a single point of contact exists—the Ollond Waypoint, a neutral ground where trade occurs under strict elven supervision. While outsiders may exchange goods here, they may not pass beyond the waypoint, and those who try are swiftly captured, marked, or executed. The elves justify their isolation as a necessity—one that was reinforced after the Wars of Rarzo Kon, where their lands were threatened. For their own survival, no outsiders are allowed within Ollond.
Government
Elven culture in Ollond is deeply rooted in tradition, discipline, and racial superiority. They are ruled by a council of elders called The Ivory Council. Their laws are simple, and all are kept in check and a strict creed is adhered.
- Isolation is sacred. Contact with outsiders is seen as pollution, something to be avoided whenever possible. The younger elves are put in charge of the trade post with the guidance of the elder for them to see firsthand their superiority from other races. The only tradition that ties them to the world outside their borders, the elves send warriors to guard the World Tree alongside other guardians, though they rarely speak to their allies.
- Honor is valued above all. Deception and trickery are considered dishonorable, but brutal efficiency in battle is respected.
- The Elves of Ollond do not age as others do. Their magical forests slow time around them, making their society almost untouched by the outside world.
Defences
Ollond has no formal trials. If an outsider is caught within their lands, their fate is decided immediately by a commanding officer of the Gladewatch. If the trespasser is considered a direct threat or a repeated offender, they are put to death on the spot. If spared, a trespasser is marked with an invisible sigil, a curse that alerts the elves if they step foot into Ollond again. Most do not even realize they have been marked, as it leaves no visible trace and can only be removed through Remove Curse or similar magic. If a marked individual enters Ollond again, they are executed immediately. Lesser races who are deemed useful may be forced into mild servitude instead of execution. These individuals perform menial labor, often in conditions where escape is impossible.
Industry & Trade
The Ollond Waypoint is the only place where outsiders may interact with the elves, though even here, they are not truly welcomed—only tolerated. Situated at the very edge of the great forest, where the last trees begin to thin before the open roads of Crosela, this waypoint serves as the sole gateway between the isolationist elven nation and the outside world. It is a place of quiet tension, where merchants tread carefully, knowing that a single misstep could mean vanishing into the trees, never to be seen again.
The elves do not haggle, converse, or entertain pleasantries at the Waypoint. Trade is conducted in mostly silence—a system built upon unspoken understanding and strict adherence to elven customs. Young elves, under the watchful eye of elder traders, handle negotiations. This serves as both training and a test of discipline, ensuring that their next generation remains untouched by foreign influence. There are no bargains. If an offer is refused, it is final. Persistence or disrespect is met with a cold stare and complete dismissal. Outsiders must lay their goods upon the platform and step back; only once the elves have inspected them do they offer goods in return. While the elves accept certain rare or high-quality materials, they are largely self-sufficient, meaning trade is limited. Most outsiders leave disappointed, realizing that the elves simply do not desire what they offer. Beyond the wooden pillars that define the waypoint, no outsider may pass. The elves do not issue warnings—they simply act.
History
Ollond’s origins stretch back thousands of years, long before the rise of human civilizations in Crosela. Most of the continent was once an open elven kingdom, but over time, the elves became increasingly reclusive, believing that interaction with other races only led to contamination, war, and destruction. Even today, they believe that the formation of the world tree Icladreaf was elven in nature and even gave it an elven name that has carried out throughout generations of mankind.
Their final withdrawal came after the Wars of Rarzo Kon, when foreign armies marched through the lands surrounding Ollond, devastating forests and spilling blood upon once-sacred grounds. Following this war, the elves closed their borders entirely, and their rulers decreed that no outsiders would ever step foot in their lands again.
The only reason trade remains at all is due to a treaty established by the Shepherds of Icladreaf, a sacred pact that allowed the Ollond Waypoint to exist.
Geography
Ollond is hidden within one of the most untouched forests in Crosela, a land that outsiders cannot navigate without elven guidance. A perpetual mist that cloaks the deeper forests, concealing trails and ensuring that only elves can find their way.
Climate
While the Winter Continent is plagued by harsh snow and bitter winds, Ollond remains temperate and green year-round, its lands untouched by the continent’s frigid climate.
"The roots of Ollond run deeper than history, and its branches stretch beyond mortal reach. We do not guard this forest out of fear—but because the world is not worthy of what lies within."
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