Category: ATLAS

  • Panjar

    Panjar

    Panjar rises in sharp ascent, its highlands standing shoulder to shoulder with Yir in height. The land is a labyrinth of forest and marsh, where bamboo thickets grow dense as walls and poison-forests writhe with venomous growth. Rivers swell into marshlands that drown the east in swamp.

    Its folk are no scattered tribes—they are one of Zhuru’s rare organized powers. Mongoose, jaguars, bears, and eagles dominate here, their claws and talons united against the serpents that infest their lands. The Panjari see themselves as born to strangle snakes, and their very culture is defined by this struggle: swift, merciless, unyielding.

    Panjar’s civilization is startlingly well-ordered. Timber flows from its forests, its navy patrols the seas that bear its name, and its armies march as disciplined hosts. The Panjari export wood, resin, and spices, but what they truly trade is fear: the knowledge that theirs is a people whose blades are sharp, whose walls are high, whose ships command the straits.

    Once, Panjar’s domain stretched further east, out into lands now claimed by the sea. From this wound comes their fierce naval tradition: they will not lose another inch of coast.

    Conflict is constant, but on their terms. Rich and defensive, they sharpen their blades against Bruwa’s lions to the west and against the shadow of Drael across the straits. In a continent of ruins, deserts, and scavenger states, Panjar is something rare: a land that has its house in order, and the will to keep it that way.

  • ATLAS: Yir

    ATLAS: Yir

    Yir is a kingdom of vapors perched high above the world. Cold rainforests sprawl across shattered uplands where the land itself rises in broken cliffs, thousands of feet above the grasslands below. Mazes of mangroves knot with drowned forests, and black pools yawn like mouths between their roots. Paths vanish overnight, swallowed by shifting waters, and the cliffs themselves bleed waterfalls that vanish into the mists beneath.

    The descend from Yir is near suicide. The plateau was not meant for escape, only endurance.

    The Ancient city of Ajeros, standing sentry at the gates of Yir.

    The folk of Yir are scattered and sparse. Small mammals dart through the undergrowth, preyed upon by tall, sharp-beaked bird clans who prowl with spear and arrow. Between them stalk the lizard-folk, chameleon-skinned and silent, hunters who thrive in ambush and camouflage. None bend to any empire, and all live uneasily amid ruins far older than themselves.

    Everywhere in Yir rise the shattered remains of temples—stone long claimed by moss and rot. Their carvings are worn, their rites forgotten, but still the swampfolk whisper of the beings once worshipped there. The old priests promised change, spoke of transformation as a gift. Yet the stories linger of shapes half-formed, of folk who shed their skins endlessly, never complete, never at peace. In the black pools, the locals say, something still waits.

    Conflict festers even in isolation. The Bird–Civit Wars rage, tall hunters clashing against nimble arboreal fighters in ambush and reprisal. In the drowned forests, the Arboreal Kingdoms feud endlessly, their skirmishes as frequent as the storms. For Yir is a land that breeds no peace; its folk are too busy surviving one another, too busy fearing the return of whatever once ruled here.

  • ATLAS: Izhura

  • ATLAS: Zhuru

    ATLAS: Zhuru

  • Vandyrus

    A fractured planet, beset on every side by hunger, storm, and the haunted memory of epochs drowned beneath black water. What passes for civilization here clings to the rim of desolation, continent by continent, refusing to die but never permitted to thrive.

    Each of its vast and savage realms: Vulsa. Ro’edon. Zhuru. Gamandor, with its gleaming spires and unquenchable thirst for power. Mea, with its arcane rituals and vine-strangled standing-stones. Suthku, with its mysterious and carnivorous gods of the ancient sea. Bruwa, with its treasons. Londorai, where even the map lines themselves recoil, and Drael, vile and accursed Drael, continent of dark horrors, preying upon the furthest corners of the world with malice—each carries scars that are not only physical, but mythic; the shape of every border, a record of disaster and predation.

    HTH Studios and Primal Sword & Sorcery are proud to finally invite you into a world of epic adventure, esoteric intrigue, and erotic, mythic, heroic fantasy, as we open the gates of Vandyrus—

    Within these pages, you will find the ruins of dead empires and the rise of savage kingdoms, the secrets of forbidden cults and the raw, unyielding pulse of a world shaped by blood, pleasure, and betrayal. Every realm, every lineage, every ancient law has been carved from the black marrow of sword & sorcery tradition and rebuilt to defy the boundaries of conventional fantasy.

    But for those bold enough to seize their destiny, Vandyrus offers more than struggle. It offers the promise of ascension. Take up arms, forge legend in flesh and steel, and find your place amongst the Warrior Class.