Category: Histories & Accounts

  • The History of Roedon

    The History of Roedon

    This is the record kept in stone and ink, not song or sigh. Here is the unvarnished account—lineage, war, migration, and law—presented in the sober manner of those who must remember, not simply believe.

    Compiled from the earliest surviving fragments through the great succession wars of 5747 AC, this history aims for clarity, chronology, and the unromantic burden of fact. It is the Roedani scholar’s answer to legend: a ledger of what can be proved, traced, and disputed by the living, however dim the dawn from which it rises.


    The History of Roedon

    I. The Founding of The Northern Halls

    ••••

    II. The Cull of the Kinslayer

    •••

    III. Reckoning The White Witch

    ••

    IV. The Fearless

    •••••••••••••••••••

    V. The Fall of Valbara

    ••••••

    Vi. Legend of The Cystalkalibur

    ••••••••••••

    VII. A Hall of Myth and Legend

    viii. The little Tymerean War

    ••••••

    IX. Trade Hell from Varduun

    •••

    X. That Cold Northern Attrition

    ••••••

    XI. Beware Bleak Mundaynum


    I. The Founding of The Northern Halls

    After a wager of skill and reason was won against the elder-beards of the Londorai—whether by clever tongues, crooked dice, or the hand of fate itself—there was struck a common and good deal in the wake of a war whose name is lost. History forgets the weak and the petty, and the Londorai remember only victories, yet Roedon sings that the bargain was sealed not by crowns but by laughter, not by oaths but by necessity. Some say it was done together, shoulder to shoulder.

    Others mutter that it was the work of Rowes of Dayne alone, that queer hero of half-remembered tale, who in one telling bested the sky-king Arynn at arm-wrestle, and in another struck him blind and mocked him while the folk of Roedon learned to stand as one. There are songs where Arynn is made drunk on his own thunder, waking certain he had won, while Rowes stayed behind turning meat upon a spit and swearing all was as the sky-king remembered. Roedon prefers both versions and sees no need to choose.

    Thus it was that the silver-frozen halls of Londoraia, with their ermine thrones and star-bright gold, sent their giants south to carve a city from mountain bone, long, long ago—before the hill that would one day crown the heights of Den’Rydan had yet learned its name. These Londorai giants were of kin, tall and boisterous, and they walked the sea itself, wading deep through black water to drag the old rowendyre ships ashore, hauling whole peoples with them from the Eld’Hal, that ancestral north now lost to ice and oath alike.

    Liars and lions will tell you these works are Vandyrian dirt, relics of some dead empire, but they have yet to tilt a true rowendyre without snapping it like kindling. Here stand the northern forts, halls born of ships—wood of the sea set into living stone, not by spellcraft but by hand and law. Blocks taller than any stronghold were torn free and crushed until diamonds lined the great central terrace, the labor of the strongest Londorai males, while the towering wee girls pressed rubies from the same ruinous weight. The oldest halls were dug naked into the mountain, ships slid within them like bones into flesh, and the strongholds locked fast by giant swords driven deep—not as threat, nor as boast, but as covenant.

    For the vow was plain: if Londorai ever returned to make war, it would be against the enemies of the world, and Roedon would stand back to back with them. The giants drank, and the mirth of it shook the rafters of heaven and the highest halls on high. Then horns sounded from the frozen west. In less than nine days they had built what others would call a world, and after the revel they went stone-faced to answer that call. They were never seen again, for into myth they strode, and Roedon remembers them only by what they left standing.

    The females of the Londorai remained. It is said they stayed knowingly, and gave themselves to the males who had fought and lost for them, trusting that their own would one day return the favor. These were no dire giants, but a lesser, equally majestic kind of wolf—still tall, still proud, still enough that their blood runs thick in Roedon to this day, though few will admit it aloud.


    The Bard’s Song


    More Tales To Tell

    More Tales From The History of Roedon & The Ro’Edyne Cycle
    are in the process of being translated, archived, restored and preserved.

    Treat this page as an ongoing serial and check back for updates….


    Explore The Archives of The Vulsan Noble Owls
    An Ongoing Archival Series
    Enter The Realms of Roedon
  • The History of Bantos

    The History of Bantos

    This volume stands as the rough dawn after the long, smoldering night of Empire.

    What follows is not the legend of a bloodline or the boast of some vanished royal house, but the hard account of a land and a people who refused to be buried with their masters. This is the story of those who survived the jackal yoke and the ashes of Old Jantara—not to restore what was lost, but to build what had never been tried.


    In these pages, there are no crowned heroes or ancient thrones, only the beginnings of kinship forged on the open steppe, in stolen fields and new-won villages, among folk who decided that freedom was not a gift but a task to be hammered out day by day.


    Related


    Beyond The Codex

    NEW Expanded Content from the Library of Primal Sword & Sorcery

  • The Rise of Bantos

    The Rise of Bantos

    Bantos did not wait for revolution to succeed elsewhere—it moved first. As the jackal order broke, the folk of Banti struck south, seizing the borderlands even before the old regime fully collapsed. Banti itself, hollowed by corruption and famine, fell in a matter of hours—its jackal rulers slaughtered almost to a one, their citadels emptied by their own flight and the ruthless efficiency of the rebels. Couriers and riders from the first outbreak at Aros had already crossed into Izhura, rallying kin and allies along the border before the first day’s violence had ended.

    The next weeks saw the region transformed. Fortifications sprang up overnight, not only by local hands but with open support: Allies in Elder Rusalon furnished weapons and coin, Izhura lent horses and muscle. These debts have never been forgotten. To this day, Bantos comes to the aid of both the strongholds of Elder Rusalon and crosses into Izhura with formal blessing when the old banners are called—by land or by sea.

    While civil war consumed the streets of the Jantaran capital, the rebellion swept steadily south. By the time the dogfolk arrived at the heart of Old Jantara, the city was already a slaughterhouse. They burned it to the ground, and—significantly—did not build anew atop its bones. The site was left empty, its ruins erased by time and disuse. Instead, the similarly named Janta remained hidden, central to the new Bantos but never permitted to become a monument to old power.

    The first capital rose at Calbara, in old Banti, but after a century the seat of power shifted to the center of the realm for practical reasons. Expansion continued steadily southward. In time, Ajong began to rival Tar’Rypa for dominance, each city staking a claim to greatness: Tar’Rypa insisted it remained the spiritual heart of the land, while Ajong’s boosters argued that real civilization required a city folk would actually travel to.


    Bantos today stands as a tightly interwoven republic of three major city-states: Calbara, Tar’Rypa, and Banzel. with Ajong being a newly integrated city-state of ourland origins. There is no king. Rule falls to an elected council: six members in peacetime, nine in wartime, and up to twelve when including foreign advisors. The capital remains in Tar’Rypa by law, though rivalry with Ajong is ongoing. Currency is silver for standard trade, copper and mead by the barrel for local exchange, and bacon—five strips to the pack, clean-wrapped—for daily barter.

    Laws are as direct as the region’s history:

    • Slavery is illegal.
    • Slavers are hanged.
    • Trials are mandatory, though justice is swift.
    • The army is volunteer-only; there has never been conscription.
    • Usury is forbidden.
    • The council is fair, but makes mistakes.

    There are no city walls—only the “Bantos Wall,” meaning the militia lines at:

    • Calbara in the north or
    • Ajong and Banzel in the south.

    A vital warning stands at every border: “Do not go to Nyakava.” This outland city, isolated on a marsh spire south of Bantos, is notorious as a haven for traffickers and reavers. Those who flee toward Bantos seeking freedom are told plainly: escape means Bantos, not Nyakava. Those unlucky enough to fall into Nyakava’s grasp may find themselves lost forever, or sold back to the slavers and bandits of Kartonga—often just a day’s journey from safety, and a lifetime from rescue.

    Bantos did not erase the scars of its past. It built its law and customs on the memory of oppression, the debts of alliance, and the lessons of a rebellion that left no monument but freedom itself. Its cities still rival one another, its council still argues, but beneath it all is the grim pride of a people who survived ruin, refused tyranny, and never forgot who bought their first dawn.


    Related

    • Bantos
    • The Jackalands of Yorozh
    • New Jantara
  • The Fall of Jantara

    The Fall of Jantara

    After their rout from the heartlands, the jackals were not butchered, but they were expelled with totality. Small holdouts were crushed or run off; Bantos tolerated no enclaves, no survivors to sow the seeds of return. The few who made it south found no sanctuary. Pushed across the crossing to the isle of Nykava, they were met not with welcome but massacre—Nykava’s rulers made sport and example of them, cutting down any who thought to dig in, driving the remainder further still.

    Those who survived that passage staggered on, only to be pushed to the edges of the Yorozhian desert—a region already infamous as a screaming hell of sand, starvation, and predation. There, the jackals stagnated, their numbers withering to madness, disease, and despair. They found themselves unwelcome in every neighboring realm, haunted by their own extinction and ruled by petty tribal lords—each one a pale shadow of the weakest old Jantaran slavers.

    Bantos made a ritual of hanging any jackal caught crossing back—never a mistake, never a wrongful execution. The line between jackal and “black dog of civilization” was never blurred. Bantos’ scouts and marshals took pride in it, and the certainty of the policy sent a message to all who might doubt the resolve of the new order.

    The fate of the Yorozh jackals was fitting in the eyes of those who had suffered under them. In Kartonga and the Varduun wastes, the jackal outcasts became sport and prey—a living warning. Kartonga’s cruelest found joy in hunting them for bounty or amusement. Varduun’s arenas turned their suffering into entertainment, pitting the starved jackals against monsters for the pleasure of their most sadistic enemies. Those not slain outright found only madness in the lotus haze, their bodies consumed by the same vultureworms and hyena-born curses their ancestors had once spread. In the end, it hardly mattered if the jackals fell to monsters, disease, or to one another. The world no longer cared.

    The average jackal knew the truth: extinction was not a possibility, it was a sentence already half-executed. They existed only as a memory of what they had lost, and as prey for the very races and beasts they once despised.

    The jackals themselves speak of the past in low tones. They once possessed a realm twice the size of what now lies beneath their feet, its southern half fertile and rich with pasture. But they built nothing that endured. Their towns were camps, their strongholds carved from rock and sand, their wealth stored in caravans that never stopped moving. When the war came, there were no walls to hold, no fields to feed them, no foundries to arm their sons.

    The dogs came with iron, timber, and a will to settle. The jackals had only teeth and pride. Their defeat was absolute. The southern half of their world—the heart of their domain—became the Doglands, the single greatest territorial loss of any people in Zhuru’s postwar age. It was not simply a shift of borders; it was a replacement of civilizations. Every city that stands there now was raised by dogfolk, brick upon brick, on jackal graves.

    The canals that run from the highlands bear Doglord names. The shrines, the market towers, even the roads—none are of jackal make. If the jackals were to reclaim what was theirs, they would inherit only the monuments of their conquerors. To restore their own culture, they would have to destroy everything the dogs have built.

    This is the curse of the Jackalands: a land they cannot reclaim without erasing the only structures that could sustain them. They lack the numbers, the beasts of burden, the ironworks, and the sheer labor power to rebuild what war and time erased. A full generation has grown since their last serious campaign. Those born now know no homeland beyond the sand. They dwell in ruins that predate them, carving out a thin existence along the northern marches where the soil begins to fail and the wind carries the dust of Kartonga.


  • The Burning of Old Jantara

    The Burning of Old Jantara

    History records that Jantara was never truly conquered. There was no siege, no campaign of attrition, no parley at the gates. When the end came, the city did not fall—it was burned.

    The walled city-state, already rotted from within, became a pyre. The legions of Bantos declared there would be no slaves taken, and every ear understood the rest: there would be no prisoners taken either. The jackals who did not perish in the flames fled into the alleys and countryside, only to be hunted, one by one, until the city was cleansed of its masters and the age of the jackal was truly over.

    No monument was left. No quarter was given. The ruin itself became the warning: here, where arrogance met its reckoning, nothing was spared and nothing forgiven. The Dogfolk who entered that place did so not as liberators, but as executioners—and they left behind not a city, but a lesson scorched into the stones.

  • The Bantos Uprising

    The Bantos Uprising

    The precise spark of the Bantos Uprising is unknown.

    What survives is myth: that a single dog soldier—veteran of the failed rebellions—rallied entire slave settlements, marched them back to the capital, burned Jantara City to its foundations, beheaded its rulers, and shattered the old gold and ruby crowns.

    Whether this figure existed as described is irrelevant. The truth is larger: Bantos was not founded by negotiation, but by annihilation of a system that had exhausted every claim to legitimacy.

    Jantara became a word the jackals hated. The Jackalands became a place to quietly die.

    And Bantos became something new—not innocent, not gentle, but free.


    Related

    The History of Bantos


  • The Last Days of Old Jantara

    The Last Days of Old Jantara

    Old Jantara did not collapse in a single night of thunder and revolt. Its demise was a slow-motion disaster, the product of too many years living off stolen fortune and the belief that fate itself was a debtor in the jackal’s ledger. The Jantaran usurpers had ridden luck hard, and when luck failed, there was nothing left to cushion the fall.

    In its final generation, the heart of Old Jantara had become a grotesque monument to rot: a hivelike city crowded with the fortresses and dens of a hundred petty kings, each reigning over a fragment of squalor. The once-fabled central city had degenerated into a sprawl of citadels built atop hovels, brothels, and shantytowns, all ringed in the refuse of failed ambition and forgotten law.

    It had become a parody of better cities—a place that was openly mocked by the likes of Old Kartong, viewed with contempt and scorn and considered vile by much of the world, not only in its squalor, but in the absence of any redeeming order or pride. Even the jackals who ruled it seemed to know they presided over a sty.

    Poverty festered everywhere. Violence was as common as breath; the only constant was the relentless churn of new suffering. Overpopulation strained what little infrastructure survived, and the underworld boiled with cults, rival gangs, and occult societies fighting over every resource, every scrap of power.

    Plagues and parasites flourished in the chaos. Scholars of later ages would claim that entire generations of jackals were lost to the introduction of vultureworm parasites—a scourge seeded by conquest and rape in the hyena lands to the east. This blight did not merely decimate the underclass, but struck at the seed-stock of the ruling clans, deepening the city’s spiral into poverty, disease, and madness.

    Economically, the collapse was total. Every effort to stabilize the realm after three failed dogfolk rebellions only deepened the crisis. The state’s debts multiplied, markets failed, and the cost of keeping the cities fed and the armies loyal outstripped even the riches looted from a dozen conquered realms. The currency of Old Jantara became hunger, terror, and betrayal.

    No dogfolk rebellion, however brave, could have toppled such a regime on its own. The final wounds were self-inflicted. Assassinations, poisonings, occult intrigues, and outright street battles claimed the lives of those few leaders who might have preserved order. The ruling usurpers—each a king in his own crumbling tower—turned on each other, hiring enforcers to hunt rivals, burning out whole districts to cover debts and clean up “loose ends.” Their desperation poisoned the city faster than any foreign invasion could have.

    By the time rumors of a new uprising reached the city’s rotten heart, it was already too late. The jackals knew their hour had passed. They lacked the strength, the unity, and the credibility to withstand one more revolt. The debt of old atrocities—the cost of burning northern kingdoms, starving out rebellious towns, and shattering the lives of their own kin—came due all at once.

    The uprising that finally ended Jantara was not a surprise. It was a consequence—a violent, inevitable reckoning that swept away the pretense of power and the illusions of a thousand petty tyrants. When the dogfolk rose at last, they did not face a nation, but a carcass picked nearly clean by its own masters.


    The History of Bantos

  • The Bantos Rebellions

    The Bantos Rebellions

    The enslaved dogfolk rose three times under Old Jantara. Each rebellion was crushed completely.

    The first was naive and disorganized. The second more violent, but betrayed. The third nearly succeeded—and taught the jackals the cost of mercy. Each failure resulted in worse treatment, harsher controls, and fewer illusions among the enslaved.

    But the jackals made a critical error. They made submission worse than death.

    Escape became preferable to obedience. Flight into the grasslands, into hunger and exposure, became a rational choice. The slaves learned routes, timings, weaknesses. Information spread in whispers and scars. Old habits from Old Jantara were carried by the escapees—but so was hard knowledge.

    What followed was not a rebellion.

    It was an uprising.