**Death Eats Pie is an Alternate Reality collaboration.**
Vendrost

Type: Country
Location: Distortion Ocean
Description:
Vendrost is a small island nation in the Distortion Ocean located east of Alien Island and north of Excessum. It has the lowest population in Drobec, holding only around 1% of the world’s inhabitants. Most outsiders know Vendrost as a pirate state, smuggler haven, prison colony, or scavenger nation, but none of those descriptions fully explain what it is.
Vendrost began as a massive prison island established by Drakkesburg during the Second Era. The entire island functioned as containment infrastructure. Prison districts, labour sectors, watchtowers, industrial yards, and execution grounds consumed nearly all habitable land. Small civilian settlements emerged later to support prison operations and create local food production due to the extreme danger of Warped Sea supply routes.
That plan failed.
Vendrost’s land proved resistant to all known cultivation methods. Crops failed repeatedly regardless of soil treatment, irrigation systems, imported organisms, or advanced technology. The island itself seemed fundamentally hostile to stable agriculture. Dependence on mainland shipments became impossible due to:
violent storms
distorted navigation
sea creatures
piracy
disappearing vessels
Warped Sea anomalies
Over time, prisoners, settlers, smugglers, guards, pirates, and laborers became economically dependent on one another. Formal authority weakened while survival-based cooperation strengthened. Vendrost gradually transformed from a prison colony into a scavenger civilization built around salvage, black markets, piracy, dismantling wrecks, and dangerous trade routes.
Modern Vendrost operates through practical alliances rather than ideology. Reputation carries more weight than law. Many districts are still structurally built from prison infrastructure:
containment walls converted into housing
execution yards turned into markets
watchtowers repurposed as communication beacons
industrial chains and cranes integrated into city architecture
The nation survives through:
scavenging
salvage processing
smuggling
maritime transport
illegal trade
pirate escort networks
hazardous labour
recovery operations in the Warped Sea
Vendrost maintains one of the few stable trade relationships with Excessum. Pirate fleets protect maritime routes between the two nations to guarantee safe travel. This alliance made Vendrost strategically important despite its tiny population and poor reputation.
Vendrosti culture values:
usefulness over status
practical loyalty
self-sufficiency
adaptation
debt repayment
earned reputation
communal endurance through hardship
Smuggling, piracy, black markets, and salvage operations are viewed as necessary infrastructure within an environment where conventional systems collapsed long ago.
Vendrost is not a nation trying to recover from ruin.
It is a nation that stabilized around ruin.
Characteristics:
barren rocky island terrain
ash-covered wastelands
hostile infertile soil
rusted industrial remnants
permanent smoke haze
prison architecture integrated into civilian settlements
constant wind from the Distortion Ocean
heavy fog and salt corrosion
scavenged infrastructure
dangerous coastlines filled with wreckage
low natural resources
heavily reused materials and machinery
chain bridges and suspended walkways
crowded salvage markets
widespread maritime superstition
pirate-controlled sea routes
abandoned prison sectors reclaimed by civilians
The island often feels exhausted rather than actively violent. Buildings lean from decades of repair. Entire districts appear stitched together from collapsed infrastructure, shipwrecks, scrap metal, and industrial debris.
The smell of Vendrost is commonly described as:
saltwater
oil
wet ash
rust
smoke
mildew
burnt metal
Einvahar (capital city) -
Vendrost’s capital and largest settlement.
Einvahar grew directly out of the original prison administration sector and surrounding industrial harbour. Massive containment walls still divide portions of the city into old prison blocks that gradually became civilian districts. Smoke stacks, cranes, rusted elevators, and chain-supported walkways dominate the skyline.
The city functions as:
trade hub
salvage processing centre
pirate negotiation port
black market capital
maritime repair zone
government center
Most buildings appear layered together from different eras of collapse and reconstruction. Entire neighborhoods exist inside former prison complexes.
City of Chains (city) -
An industrial settlement built around suspended infrastructure and old prison labour systems.
The city is filled with:
hanging chain bridges
vertical cargo lifts
iron foundries
dismantling yards
salvage furnaces
suspended housing blocks
Many chains originally belonged to containment and transportation systems from the prison era. Over time they became permanent architectural features.
The sound of moving chains constantly echoes throughout the settlement.
Serpent’s Rock Prison (town) -
The original maximum-security prison complex that eventually evolved into a semi-independent settlement.
Parts of the prison remain operational while other sectors became residential districts, workshops, debt labour zones, and contraband markets. Generational prison families now exist there, blurring the distinction between inmate and citizen.
The surrounding cliffs are notorious for:
violent tides
sea cave systems
failed escape attempts
wrecked ships
pirate hideouts
Forgotten Cove (village) -
A hidden coastal village heavily associated with smugglers and disappearances.
The harbor is difficult to locate from open water due to fog patterns and distorted coastal geography. Outsiders who arrive unexpectedly are noticed immediately.
Forgotten Cove is known for:
quiet barter trade
concealed storage tunnels
pirate contacts
black market exchanges
Ironwood (village) -
One of the few semi-stable resource settlements on the island.
The surrounding region contains strange hardened fungal growths and twisted mineral-infused trees capable of surviving Vendrost’s hostile soil. Locals use the material for:
ship reinforcement
support beams
industrial braces
weapon handles
The village has a harsher survival culture than most of Vendrost due to the danger of harvesting these growths.
Ruin’s End (village) -
A settlement built around the remains of collapsed industrial expansion projects.
Broken rail systems, abandoned furnaces, shattered towers, and flooded work tunnels surround the village. Salvagers constantly dismantle unstable ruins for reusable materials despite frequent cave-ins and toxic exposure.
Residents often describe the settlement as:
“the last place collapse reached before it stopped.”
Tower of Atonement (landmark) -
A massive coastal tower visible from far out at sea.
Originally constructed as a prison watchtower and execution facility, it later became:
navigation beacon
memorial site
warning signal station
Ships use the tower as a navigation marker through dangerous waters despite widespread superstition surrounding it.
Some claim voices can be heard from the upper levels during storms.
Phoenix Rising (landmark) -
A repeatedly rebuilt district famous for surviving fires, riots, collapses, and sea damage.
No version of the district remains stable for long. Locals rebuilt it so many times that the name became both sincere and sarcastic simultaneously.
Phoenix Rising represents Vendrost’s broader mentality:
reconstruction without expectation of permanence.
Twisted Reflections (landmark) -
A warped coastal region where reflective water patterns distort visual perception.
Ships navigating near the area frequently report:
false coastlines
mirrored horizons
duplicated lights
phantom structures
visual displacement
The phenomenon is considered one of the safer Warped Sea anomalies only because most locals know how to avoid it.
Wailing Woods (landmark) -
A distorted forest region where hollow trees, metal debris, and ocean winds produce constant mournful sounds.
The woods are associated with:
disappearances
body disposal
ghost stories
smuggler routes
hidden camps
At night the sounds resemble distant screaming, singing, or rusted machinery depending on weather conditions.
Ashen Wasteland (landmark) -
A vast barren region of dead soil, volcanic ash, and corroded stone believed to be one of the primary reasons Vendrost cannot sustain conventional agriculture.
Nothing grows normally there.
Even imported biological systems eventually fail.
The wasteland contains:
abandoned farming experiments
ruined irrigation systems
collapsed greenhouses
buried machinery fields
Forsaken Hollow (landmark) -
An isolated depression region avoided even by most Vendrosti.
The area contains:
collapsed prison sectors
flooded tunnels
hidden sinkholes
dense fog pockets
abandoned structures swallowed by the terrain
Very little reliable information exists about the deeper sections of Forsaken Hollow because most exploration efforts stop returning reports.
Ambience:
Vendrost’s musical atmosphere is melancholic, industrial, maritime, and communal. Its music often sounds improvised from hardship rather than formally composed. Songs are commonly performed in:
taverns
dockyards
prison courtyards
salvage camps
pirate gatherings
funeral processions
storm shelters
Music is used less for spectacle and more for:
endurance
storytelling
mourning
companionship
labour rhythm
memory preservation
Common instruments include:
cello
harmonica
handpan
fiddle
cymbals
Vendrost music frequently combines:
low mournful string melodies
metallic percussion
distant wind ambience
slow rhythmic pacing
rough communal vocals
creaking wood and chain sounds
sea storm acoustics
The emotional tone often feels:
weary
reflective
stubborn
lonely
resilient
grimly hopeful
Even celebratory music in Vendrost usually carries an undercurrent of exhaustion and survival.