Author: Primal Sword & Sorcery

  • The Rats of Tranga

    The Rats of Tranga

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  • The Lie of the Eastern Border

    The Lie of the Eastern Border

    East of Kartonga, the so-called border with Varduun is a fiction; an absence of warning, law, or meaningful transition. The Kartongan wastes, for all their hazards, taciturn outland slavers, swaggering bravos with naked females on chains and freshly blooded steel on hip, the constant commerce of suffering, are still lands of sharpened barter & dangerous sneering bravado, ruled by appetite but anchored in something resembling a code.

    Varduun is the antithesis. There is no frontier, no fort, no marker or ancient stone to signal entry into the Hyena Lands. One stumbles across, or is taken across, and the realization comes too late: all rules, even those of predation, become unreliable.

    In the wastes, a lion may keep his sword sharp, his mind keener, and negotiate his way out of trouble or into power, but these old games die in Varduun. The hyenas eat everything—body, mind, and custom. Some bands are slavers, trading wretched lives to whatever kingdom or caravan will pay; others are feral packs, utterly mad, snapping up even their own kin.

    Some are simply monstrous: sick with parasites, flesh warped, drooling, cackling, and yet keen enough to sense the scent of an outsider, to know how to bait and break a traveler. There is no shortage of fresh horrors in Varduun. Hyenas rut and feast without conscience or law, their alliances shifting, their minds as fractured as their bodies. Nothing survives long that is not hyena, and even that is no certainty.

    The catastrophe is not just ecological but spiritual. No one warns you. No post stands, no trader utters a caution, no scent changes in the wind. The hyenas know, and they wait. Kartonga knows, and does not care. For any lion—indeed, for any outsider—caught on hyena ground, there is only one wisdom: stay armed, keep poison handy, and pray you are never taken alive.

  • Tranga City

    Tranga City

    The coastal city that bears the same name exists in contrast to this interior decay, but not in contradiction. It has grown not by restoring the land, but by exploiting its condition. Built into the slope of a steep and stubborn hill, the city presents itself as a vertical accumulation of necessity rather than design. Its outer gates are heavy and deliberate, but once inside, structure gives way to density—layer upon layer of habitation, trade, concealment, and opportunism rising upward along carved terraces and half-collapsed foundations that predate any current occupation.

    It is within this inherited skeleton that the ratfolk of central Kartonga have established their hold, not as rulers in the formal sense, but as those best suited to inhabit a place where certainty is impossible. Their dominance is practical, not ceremonial. They do not cleanse the city of its dangers; they navigate them. They do not unify its districts; they map the fractures and profit from them. In Tranga, survival favors those who can move through layers—social, physical, and economic—without becoming fixed in any one of them. The ratfolk excel here not through strength, but through continuity of presence. They are always there, in the walls, in the tunnels, in the exchanges that occur before any formal agreement is reached.

    The city’s markets reflect this condition. The thieves’ quarter is not a district but a behavior that permeates every level of trade. Goods are not merely sold; they are circulated through hands that alter their value with each transaction, stripping origin and attaching new context. Poison makers operate openly, not because the city lacks law, but because the demand for quiet solutions is constant and widely understood. Their craft is not relegated to hidden dens but integrated into the economy itself, with mixtures tailored not only for killing, but for weakening, disorienting, or binding another to obligation. In Tranga, a poison is as likely to secure a contract as it is to end a life.

    Financiers of a different kind move through this same structure—those who deal not in coin alone, but in leverage. Debt in Tranga is rarely written and never forgotten. It exists as a network of favors, threats, and mutual compromise, enforced not by a central authority but by the collective understanding that betrayal here is costly in ways that extend beyond the individual. Assassins and spies operate within this framework as extensions of that economy, their services indistinguishable from other forms of labor except in consequence. Information is traded alongside flesh and weaponry, and often proves more valuable than either.

    The lower levels of the city, where the original structures are most intact, house the populations least visible to outsiders. Urchins move through these spaces with a familiarity that borders on instinct, acting as carriers of message, rumor, and stolen goods. They are not merely victims of circumstance but active participants in the city’s function, forming the connective tissue between its disparate elements. Above them, the trade in bodies continues with the same pragmatic tone that defines all else. Whores in Tranga are not set apart as a class of indulgence, but as another form of transaction within a system that values utility above all. Their position grants them access—to information, to influence, to survival—so long as they understand the terms under which they operate.


    Related

  • Tranga

    Tranga

    South of Old Kartong, the region of Tranga stands as a transitional scar rather than a settled province—a place where the authority of the city dissolves into dust, and where permanence itself is treated as a liability. The land is marked not by borders that hold, but by the remnants of attempts to impose them: collapsed tent-lines hardened into brittle husks, trade paths that shift with each season’s wind, and low stone outlines of structures that were never meant to endure. What remains is not abandonment in the pure sense, but a thinning of intention. Tranga is not empty. It is simply no longer claimed in any way that matters to those who understand how power functions in Kartonga.


    The Cities of Tranga

  • The Outlands

    The Outlands

    The Outlands are not a poetic term for “foreign” nor a romantic catch-all for distant kingdoms. They are the parts of Vandyrus that exist outside civilization in the strictest political sense. Civilization, in the Vandyrian framework, means a named kingdom with confirmed borders, recognized authority, and the ability to enforce law over its territory. Every area falling beyond that territorial net belongs to the Outlands.

    The Outlands are where settlement does not equal sovereignty. They are the scattered zones where old strongholds, ruined cities, forgotten trade hubs, half-functional forts, and entire den-sites still stand, but none of them fall beneath a modern banner. They’re fragments of previous ages that neither died nor fully rejoined the living world. Their existence is the direct consequence of the cataclysms, migrations, wars, and demographic collapses that shaped the map; the borders of the kingdoms tightened, but the ruins didn’t move.

    Because no crown claims them, every population center in the Outlands follows its own law. Some are tribal. Some are criminal. Most are fractured. They are not “empty wilderness.” They are populated, often heavily—but the structure is improvisational: scavenger towns, bandit redoubts, mercenary havens, old frontier cities fallen out of political orbit, shrines turned into slums, collapsed den-cities whose lower halls still shelter life. Commerce and bloodshed operate side-by-side without any greater authority to stabilize them.

    Nothing about them is arbitrary. They are an inevitable product of the map: every settlement left behind when boundaries shifted becomes an Outland node, and those nodes accumulate desperate folk the way a cracked cistern gathers runoff. Kingdoms tolerate them because they sit outside the borders; kingdoms fear them because they grow into nests of crime, militia, cultcraft, and off-the-books commerce.

    The most infamous outland stronghold is Old Kartong, the central hub of The Kartonga Wastelands who inherit it’s vile name.


    More on The Outlands

  • SERENGATA

    SERENGATA

    SERENGATA

    Tales of Infinite Desire from the Primal Serengeti


    [SERIES]

    INDEX


  • The Virgin Sacrifice

    The Virgin Sacrifice

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