Category: The Vandyrian Codex: Book II: The Ancient Histories

  • The Second Coming of Thanator

    The Second Coming of Thanator

    The Second Coming of Thanator refers not to a return of dominion, but to the final, catastrophic failure of it, and it cannot be understood without first acknowledging the nature of Vandyrus under Thanatorian rule.

    Prior to the Cataclysm, Vandyrus was not a frontier world, nor a contested prize. It was a held asset. For many generations it existed within the Thanatorian system as a planet of extraction—its land mined, its populations harvested, its cultures bent into ritualized compliance rather than overt military occupation. Vandyrus was never conquered in the classical sense because it never resisted. When the sky split and the Thanatorian fleets descended, bearing colossal arrays of light, engines vast enough to bruise the heavens themselves, the peoples of Vandyrus made the only rational decision available to them. They submitted. No war was fought, no cities burned in conquest, because none were required. The threat alone was sufficient.

    What made Vandyrus anomalous within the Thanatorian portfolio was its scale. Resource worlds were common; worlds of this size were not. Ordinarily, extraction on the imperial periphery took place on dead rock—airless planets, hollowed moons, asteroid remnants stripped until nothing remained but slag and orbiting debris. A living world, with atmosphere, ecosystems, and an enduring biosphere, was an extravagance unless the resource being extracted justified it. Thanator does not waste effort without cause. The size of Vandyrus, coupled with the secrecy surrounding its yields, made it an object of unusual internal attention. Records speak obliquely of layered clearances, compartmentalized fleets, and ritualized disinformation campaigns designed not merely to obscure the planet from rival powers, but to conceal its true value from Thanator’s own administrative strata.

    Control of the population was achieved not through constant force, but through structure. Indigenous belief systems were redirected, hierarchies were codified, and ritual authority was elevated until obedience became cosmological rather than political. Espionage was constant. Manipulation was systemic. Abuse was frequent. This was Thanator at its most efficient and, as always, at its most arrogant. Pressure increased year by year, quotas rose, exemptions vanished, and the familiar pattern began to form—the slow tightening that always preceded revolt.

    That revolt never came.

    Long before the Cataclysm, and before any organized resistance could coalesce, Thanator withdrew. No declaration survives. No justification is recorded. The fleets simply departed, the administrative lattice collapsed, and Vandyrus was abandoned to the vacuum left behind. Whatever decision prompted this withdrawal was either erased from the record or never committed to it. What remains is absence, and absence on this scale is never benign.

    Into that vacuum stepped local powers: war-sorcerers, cult hierarchs, petty tyrants, and would-be gods, each attempting to seize fragments of the authority Thanator had discarded. None endured. The Cataclysm erased them as thoroughly as it erased the old world itself, leaving Vandyrus shattered but unclaimed.

    After the Cataclysm, Thanator attempted to return.

    The First Dread Thanatorian War was not a war in any meaningful sense. It was a scramble. Rival Thanatorian commanders, sensing an opportunity to reclaim a lost world and return bearing singular glory, turned on one another before planetary control could even be established. Betrayal unfolded at fleet scale. Orders conflicted. Alliances shattered mid-orbit. The result was total failure. Capital vessels were destroyed by their own escorts, surviving ships were captured rather than reinforced, and their crews were taken alive. Those who were not killed outright were tortured, studied, and erased. The expedition ended not in defeat by Vandyrus, but in self-annihilation.

    The Second Dread Thanatorian War lasted hours.

    A single surviving mega-cruiser made planetfall, attempting a direct assertion of dominance through orbital terror. It never achieved orbit again. Vulsan sorcerers, already ascendant in the post-Cataclysm world, dragged the vessel from the sky itself. The ship was broken, its crew hauled alive to ritual sites, and there subjected to execution rites of extraordinary brutality. Still-beating hearts were torn from living chests with onyx blades, lifted to the heavens, and consumed by shamans in acts meant to absorb strength, wisdom, and enemy essence.

    What none of them understood—what no record suggests they could have understood—was that in devouring Thanatorian flesh, they devoured more than organs. They consumed nanites. They ingested microscopic machinery designed to regulate blood, repair tissue, cleanse toxins, and preserve life far beyond natural limits. These systems were never meant to enter another biological context, let alone be metabolized through ritual cannibalism. Yet they were.

    In doing so, the Vulsans ate machines as gods.

    This event marks a visible inflection point in Vulsan power. Already formidable conjurers, necromancers, and elemental manipulators, their sorcery thereafter exhibited traits of precision, endurance, and scale previously unknown. Their magic became more direct, more kinetic, less symbolic. Where once ritual strained against physical limits, it now seemed to ignore them. The boundary between spellcraft and mechanism blurred, though none living at the time possessed the language to describe it as such.

    History records the outcome without embellishment: at least once, sword and sorcery reached into the heavens and dragged a star-born vessel screaming down upon Vandyrus.

    Thanator never returned after that. Whether through fear, calculation, or wounds too deep to risk reopening, the empire withdrew its gaze from Vandyrus entirely. The Second Coming did not restore imperial rule. It ended it, decisively, and in doing so ensured that Vandyrus would never again be treated as a silent asset.

  • The Vandyrian Collapse

    The Vandyrian Collapse

    The survival of Vandyrus after the Cataclysm was not an accident of fortune, but the consequence of neglect. Where other worlds in the Ran system had grown dependent on centralized power, layered infrastructure, and the brittle assurances of imperial logistics, Vandyrus remained functionally primitive by comparison. Its civilizations—kept deliberately stunted through oppression, misrule, or internal fracture—possessed no spacefaring capacity, little electrical infrastructure, and in many regions not even the reliable distribution of water. By the standards of Thanator’s throne, Vandyrus was a resource backwater: underdeveloped, ignored, and considered expendable. That very condition insulated it from total collapse.

    When the Cataclysm tore the system apart, Vandyrus lost cities, coastlines, and entire continental spines, but it did not lose the habits of survival. Its folk were already adapted to scarcity, to migration, to rebuilding from ruin rather than maintaining fragile complexity. This endurance was compounded by withdrawal.

    Long before the Cataclysm, Thanator abandoned Vandyrus for reasons that remain unrecorded. The retreat was not gradual and it was not benevolent. Imperial forces pulled back abruptly, scuttling installations, poisoning systems, and rendering their remaining technologies unusable. What they left behind were sealed ruins, broken engines, and inert monuments—structures that would haunt Vandyrus as puzzles rather than tools.

    In the post-cataclysmic age, these sites became magnets for speculation and danger: places of research, superstition, and failed reclamation. Their meanings were never recovered, only layered over with myth and blood. Compounding this legacy, several starships—derelicts, refugees, or weapons without command—impacted the planet in the centuries following the Cataclysm, long before the first and second Thanatorian Wars. These crashes were not conquests. They were accidents of a system tearing itself apart, scattering debris and survivors across a world already struggling to stay intact.

    The planet itself was broken nearly beyond recognition. Continents fractured, coastlines vanished, and populations were forced into long cycles of relocation as the ground continued to betray them. Yet large swaths of the population endured. They migrated, adapted, and fragmented into cultures defined less by origin than by the routes they survived.

    For generations, history ceased to be written. What remains from the early post-cataclysmic era is largely oral: half-legends, distorted genealogies, and records so vague they function more as warnings than accounts. Precision did not survive; memory did.

    Beyond Vandyrus, the rest of the Ran system descended into prolonged violence. Thanator itself fractured inward. Its nations, no longer restrained by imperial necessity or shared threat, turned on one another without limit. For centuries they expended stockpiles, shattered fleets, and annihilated resources that could have been preserved or repurposed. Old scores were settled at planetary scale.

    This internecine collapse explains, in part, the absence of sustained conflict between Thanator and Vandyrus even in later ages. By the time order began to reassert itself, Thanator’s capacity for outward domination had been bled dry by its own wars. The slaver gates that still connect the worlds operate only intermittently, constrained by orbital mechanics and seasonal alignment, opening and closing like wounds that refuse to heal. They are not instruments of conquest so much as remnants of a violence both worlds no longer fully control.

    The Vandyrian Collapse, then, was not a single fall but a prolonged refusal to vanish. Vandyrus did not rebuild what was lost; it learned to live without it. Its history after the Cataclysm is not one of recovery, but of persistence under continuous failure—a civilization shaped by abandonment, forced to survive amid the debris of greater powers that destroyed themselves trying to remember what they once were.

  • The Post-Cataclysmic Age

    The Post-Cataclysmic Age

    Where civilization collapsed, barbarism flooded in. Folk learned to raid and kill for grain, to trade in flesh and steel, to build power out of violence and hunger. Wolves became mercenaries, equine tribes turned fertility and milk into contract and leverage. Lion kingdoms rose and fell, always hungry, always reaching for what could not be kept. The den-cities of Vulsa and Roedon are monuments to collapse, law and pride standing only as long as the next disaster allows.

    The Cataclysm’s legacy is a living wound. The crust of Vandyrus is riddled with voids, rifts, and buried collapse. Valleys fall away in a night; seas vanish into cracks; entire cultures disappear when the ground betrays them. No one trusts the ground, the sky, or even the promise of peace. Superstition grows out of soil that devours the dead—and sometimes the living.

    The present is an age of desperate alliances, petty kingdoms, and doomed banners waving over future sinkholes. This constant ruin has shaped Vandyrus into a world of the haunted and the hungry. To be born here is to expect collapse, to risk everything and trust nothing.

    Yet even in the ruins, not all is decay. The old slaver gates, impossible artifacts, still link Vandyrus and Thanator—arteries pumping misery, trade, and ambition between two dying worlds. Raiders, slaves, exiles, and cults pass through them still, shaping the little that remains. Vandyrus endures—not because it remembers, but because it refuses to be erased. Cultures rise from necessity; folk define themselves by survival in the face of extinction, knowing the next age may be the last. History here is a tapestry of gaps, a string of endings dressed up as legacy.

    Vandyrus will never match Thanator for splendor, ambition, or mythic pride. What it has instead is stubbornness, a grim pleasure in surviving every collapse. Its only gift from the Cataclysm is unending ruin: a world that never finishes dying, that never forgets how to bleed, and that grants peace only in the silence that follows its latest fall.

  • Known Ruins of Elder Jantara

    Known Ruins of Elder Jantara

    The true splendor of Elder Jantara is measured not in what endured, but in the magnitude of what was lost. Five cities once anchored the heartlands of the jackal civilization, each a distinct pole of culture, trade, or cunning. Today, all are ruins—picked over by centuries of scavengers, scholars, and memory-haunted dogs. Their names are seldom spoken outside the codex and their locations, though mapped and marked, are more legend than destination.

    Ay’Albwa

    The City of Arts & Science

    Once the jewel of northern Jantara, Ay’Albwa was famed for its academies, scriptoriums, and marble halls lined with statues to dead philosophers. Legends claim its libraries rivaled anything in Ruselon, and its artisans minted coins and mechanical wonders that ended up as tribute in every court of Zhuru. The city was abandoned in the final purges, its great dome shattered, and now only fragments of stained glass and eroded sculpture remain, half-buried in the grass.

    Nab’Wa

    The City of Puzzles & Gardens

    Built on a series of engineered terraces, Nab’Wa was a city of green walls and geometric courtyards, each section designed as a puzzle or labyrinth. Its rulers took pride in riddles, botanical grafts, and the artistry of living sculpture. The invaders who ended Nab’Wa’s reign left little but broken aqueducts and tangled stonework behind. Even the rivers were diverted, turning its gardens to dust.

    Zha’Bwazha

    The City of Birds & Ledgers

    Sitting astride the central trade arteries, Zha’Bwazha served as Jantara’s ledger-keeper, mint, and post. The city’s aviaries sent messages by trained corvid and pigeon from stone towers. By the end, not even the birds stayed; the ledgers rotted and the market squares filled with mud. Bantos traders still pick over the old vaults, seeking lost coins and the secrets of Jantaran bookkeeping.

    Am’Waratt

    The City of Crystal & Desire

    Am’Waratt was infamous even in its own time—a den of glass towers, pleasure houses, and revels that drew the jaded and powerful from across the continent. Here, the jackal lords mingled with visiting tigers, Ruseloni mystics, and every breed of vagrant prince. When Am’Waratt fell, its crystals were plundered, its lamps smashed, and its streets littered with the bones of both merchant and courtesan. The site is now haunted, dangerous, and cursed by any clan that remembers.

    Yoz’Zhoubatt

    The City of Lotus & Intrigue

    Closest to the southern wastes, Yoz’Zhoubatt was a city of shadow, trade, and veiled plots. Alchemists brewed lotus extracts in cellars beneath the great ziggurat, and spies sold secrets to whoever could pay. The city’s collapse was absolute; no clan claims descent from it and no scavenger lingers long—strange lights and sickly blooms still appear in the ruins, and the wind carries the scent of poppy and death.


  • The Northern Doglands

    The Northern Doglands

    The Northern Doglands were never a kingdom of their own, nor did they emerge from a single lineage or heroic age. They existed as the battered remnant of Old Jantara’s conquests—a stretch of land marked by devastation, forced migration, and a patchwork of ruined subkingdoms, each with its own bitter history of betrayal, humiliation, and subjugation.

    In the last centuries of Old Jantara’s rule, the region was divided between five subject realms:

    Kova, Erex, Aros, Banti, and Ranya. These were not allies, nor even stable rivals, but desperate neighbors—each doomed in their own way as the jackal lords tightened their grip and the machinery of oppression ground out every last ounce of resistance or hope.


    Kova had been the first to fall. Once a loose alliance of three small kingdoms, its leaders failed to unite against the oncoming jackal hosts. Jackal armies overwhelmed them in less than a year. The leaders of Kova were slaughtered, their resistance shattered, and their people cast into servitude or scattered to the wind.


    Erex collapsed next, and not by force of arms, but through treachery. Its ruling council, promised mercy in exchange for surrender, capitulated—only to be burned alive in public squares, their families chained and sent south to serve as living reminders of jackal “leniency.” The betrayal of Erex became a lesson repeated in Dogfolk stories for generations: every promise from a jackal lord was a noose.


    Aros did not fall in battle, but through famine. Jackal governors poisoned wells, burned stores, and blockaded the valleys until hunger drove the defenders to submission. Even then, those who surrendered were offered no clemency. The armies of Aros, mustered as a show of fealty, were ambushed and slaughtered; their homes, already emptied, were burned behind them.


    Ranya stood longest in the south, a land of fortified valleys and river towns held together by desperation. The folk of Ranya endured repeated assaults, losing ground village by village until, at last, the survivors were hunted down or driven out. Their names and stories survived only in the genealogies of later Dogfolk clans, and in the ruins they left behind.


    Banti was the outlier, the last and most stubborn of the northern realms. Backed quietly by the Ruseloni beyond the border, Banti’s people waged a persistent, bloody resistance, using their forests and hills as shelter for generations. Some claimed Banti never truly surrendered, and that it remained a thorn in the jackal’s side, the heart of Dogfolk defiance, even as the rest of the region fell to ruin.


    As these kingdoms fell, the jackal conquerors did not simply absorb their lands. They relocated and broke apart entire populations—not by lineage, but by labor needs and convenience. Folk from every subkingdom found themselves uprooted, resettled in tent cities, makeshift camps, and squalid shantytowns. The old ties of kin and place unraveled, replaced by a new, shared identity built on the trauma of dispossession.

    These grim settlements were the cradle of what would become the Northern Doglands: a land of exiles and survivors, ruled not by law but by the logic of necessity. The traditions of Kova, Erex, Aros, Ranya, and Banti endured only in fragments—songs half-remembered, rituals practiced in secret, grudges passed down with each telling. In time, these broken peoples forged a kind of solidarity, not through shared history, but through the stubborn will to outlast their oppressors.

    The History of Bantos:

    The Jackalands of Yorozh

    • New Jantara
  • Old Jantara

    Old Jantara

    The era known as Old Jantara marks the true moral nadir of jackal rule.

    This was not a continuation of the ancient league, nor a legitimate successor state. It was a slaver kingdom formed by the bastard remnants of failed usurpers, ruling for nearly a thousand years through degradation alone. It is here that Jantara became a curse word among jackals themselves.

    Old Jantara’s economy was built on enslavement, with dogfolk as its primary victims. The jackals of this age took particular cruelty in subjugating dogs, not merely for labor but for sport. New canine breeds were discovered, catalogued, and abused. Rebellion was answered with starvation, mutilation, and public degradation.

    A grim biological fact shaped this cruelty: black jackals could not reproduce with female dogs. To the jackals, this was a missed opportunity. To the enslaved females, it was a narrow mercy. Better an unwilling plaything than a forced breeder to monsters.

    Physically, the jackals of Old Jantara towered over their captives, averaging over six feet, while keeping subjugated races deliberately stunted through malnutrition. Power was enforced not just with chains, but with size, spectacle, and ritualized humiliation.

    It was during this era that the Bantos Rebellions began.


    The History of Bantos

  • The Later Jantaran Union

    The Later Jantaran Union

    Centuries later, pretenders arose.

    The Later Jantaran Union was a kingdom in name only, ruled for nearly sixteen centuries by the so-called Pheryn Dynasties—cold, calculating warlords and sorcerers who claimed lineage from Elder Jantara without possessing its discipline, doctrine, or restraint. They adopted the symbols of the old league but not its substance, wearing masks as intimidation rather than ritual, hoarding gold instead of circulating it.

    This was a civilization of ledgers and lies. Its histories were self-authored, exaggerated, and mutually contradictory. Guilds recorded grievances instead of laws. Faith was replaced with mysticism weaponized for control. Its end came abruptly.

    In a single mass poisoning—still unexplained—half a city died in one night. Thrones fell together. Rulers, courtiers, and priests collapsed in confusion and terror. The aftermath was not revolution, but slaughter. What followed was carved obsessively into frescoes for two centuries: betrayal, fire, beheading, and ritual humiliation of the dead.

    Yet even this did not birth Bantos.

    The usurpers who followed clung to the carcass of the Union for another three hundred years, until they too failed. Their fall left behind a vacuum, not a successor. For centuries after, the lands of ancient Jantara were little more than caravan corridors—crossed, exploited, and ignored by Zhuru’s wider powers.

    By this point, even the jackals themselves admitted the truth: Elder Jantara had been real. What came after were not heirs, but parasites.


    The History of Bantos

    • Old Jantara
    • The Bantos Rebellions
    • The Last Days of Old Jantara
    • The Bantos Uprising
      • The Border Wars
        • The Townshend Battles
          • “Tale of The Bantos Uprising”
        • The Battle of Northwall Cross
        • The Battle of the Barrier
        • The Ruination of the Jantaran Gates
    • The Burning of Jantara
    • The Rise of Bantos

    The Jackalands of Yorozh

    • New Jantara
  • The Tragedy of the Elder Jantaran Decline

    The Tragedy of the Elder Jantaran Decline

    The fall of the jackals is not tragic because they were defeated. It is tragic because they fell so far, and because the descent took so long that its end was barely noticed when it finally came. Elder Jantara did not die screaming beneath foreign blades, nor was it erased by some singular cataclysmic betrayal. It thinned. It softened. It dimmed itself over generations, trading vigilance for refinement, ritual for repetition, certainty for indulgence. By the time its last true heirs vanished, the world had already grown accustomed to the absence of jackal greatness.

    This is what makes the modern jackal such a bitter sight. The jackal grunt of the present age is a scavenger in rags, clutching a chipped blade, half-feral in speech and habit, bleeding on command for the amusement or favor of despotic kings who rule by terror rather than covenant. There is no philosophy left in him, no discipline beyond hunger, no loyalty beyond fear. He is used as expendable muscle, a body to be thrown at walls or into ambushes, promised scraps of plunder or access to rut as payment for obedience. He knows no law but dominance, no past but rumor, no future but the next wound.

    Against this stands the memory of Elder Jantara, and the contrast is almost unbearable. The jackals of that elder age were tall, composed, and unmistakably deliberate. They were mystics of trade and restraint, wielders of commerce as a civilizing force rather than a predatory one. Their discipline was not born of terror but of doctrine, reinforced by faith and symbol rather than lash. They governed themselves as much as they governed others, bound by internal codes that prized control over excess and reputation over conquest. Where the modern jackal lunges, the elder jackal measured.

    Nowhere was this more evident than in the Elder Jantaran blades. These warriors were not mere soldiers for hire, but mercenaries of singular renown, sought across the southern realms for a loyalty that exceeded coin. They were bound not only to their pay, but to the spoken word of the lord or baron they served.

    Once committed, an Elder Jantaran blade did not retreat. Accounts speak of them locking shields with their own bodies, standing firm beneath arrow fire to shelter those they had sworn to protect, dying in place rather than breaking oath. To hire them was to purchase certainty, not cruelty.


    So trusted were the institutions of Elder Jantara that neighboring kingdoms entrusted their own offspring to Jantaran Bardasi 💎, the merchant-philosophers of that age. Sons and daughters traveled with jackal caravans not merely to learn trade, but to absorb a worldview that balanced honor with guile, profit with restraint, curiosity with discipline.

    The Teachings of The Bardasi

    These youths returned changed, sharpened by exposure to a culture that treated commerce as both moral test and civic duty. That such trust once existed makes the present suspicion of jackals all the more damning.Even their physical presence has passed into near-myth.

    The Elder Jackals were said to be arrestingly beautiful, the females statuesque and severe, the males exemplars of southern canine grace—lean, powerful, and proportioned with an almost architectural harmony. Their bodies reflected the same restraint that governed their culture: nothing wasted, nothing excessive.

    Desire was acknowledged, not denied, and their society was open in its acceptance of bisexuality among both males and females. Love, rut, and pleasure were not treated as shameful impulses, but as forces to be understood, moderated, and woven into social order rather than allowed to dominate it.

    The relics they left behind only deepen the sense of loss. Elder Jantaran sapphires and swords are artifacts of a craft no longer replicated, not merely because of lost technique, but because the civilizational conditions that produced them no longer exist. A single sapphire of Elder Jantaran cut is worth a hundred times its weight in gold, not for rarity alone, but because it embodies an ethic as much as a material mastery. These were not ornaments of vanity, but anchors of moral identity, symbols of restraint forged into stone and steel. Their blades, too, carry a balance and permanence unseen in ten thousand years of declining returns.

    Thus the tragedy is complete. The jackals did not merely lose territory, power, or prestige. They lost continuity. What survives today is not a corrupted version of Elder Jantara, but a negation of it—a people stripped of memory, discipline, and form, left with only hunger and cruelty where philosophy once stood. The world mourns Elder Jantara not because it was perfect, but because it proved that jackals were once capable of something far greater than what now stalks the dust.


  • Elder Jantara

    Elder Jantara

    The Ancient Jantaran League, sometimes called Elder Jantara, was real. Of this there is no longer serious dispute. Though poorly recorded and often mythologized, it existed as a concentrated jackal civilization spanning much of what is now central and southern Bantos, with reach into the easternmost margins of Bruwa.

    Unlike later jackal regimes, Elder Jantara was not defined by constant raiding or slaver economies. Contemporary accounts describe a people who were strange, insular, and ceremonial, yet broadly non-hostile.

    They wore gilded masks and long robes, spoke a language that resisted translation, and traded widely and fairly. Their caravans moved along stable routes, their camels bearing goods rather than captives.

    Their southern settlements were built into rock formations closer to what would later become the Kartongan wastes, though the exact extent of these cities is lost.

    The Merchant Class of Jantara lived in comparative luxury to later descendants.

    Their rulers were described consistently: tall, piercing blue-eyed, deep-voiced figures whose presence commanded without brutality. They followed an esoteric religious order centered on gemstones, particularly sapphire, not as ornament, but as symbolic moral anchors. Later scholars argue this gemstone reverence functioned as a metaphysical restraint, a cultural doctrine that limited cruelty and enforced internal discipline. Whatever its nature, it worked.

    The Cerulean Palace of Elder Jantara

    Elder Jantara endured for roughly two thousand years after the Cataclysm, withdrawing gradually into decadent obscurity rather than collapsing in fire. Its neighbors prospered alongside it. Trade enriched surrounding regions. Stability followed jackal roads.

    Then it ended.

    The Western Border of The Elder Jantaran Realms

    No heirs survived into the modern age. No dynasties persisted. The culture vanished not with a final war, but with a long extinguishing—like embers smothered beneath their own excess. What remained was memory, and the temptation to claim descent from something greater.


    The History of Bantos

    The Jackalands of Yorozh

    • New Jantara
  • The Jackals of Jantara

    The Jackals of Jantara

    The lands now called Bantos were not born in peace, nor founded in idealism. They were carved out of a long failure, layered with lies, impostures, and the slow rot of a people who mistook cleverness for permanence.

    Once, the northern expanse between the Doglands and the wastes of Kartonga belonged to the jackals. They ruled it with thin hands and sharper minds, cunning traders, sly governors, and merciless raiders who mistook fear for dominion.

    To understand Bantos, one must first understand Jantara—not as a single nation, but as three successive conditions of jackal rule: the Elder Union, the Later Union, and the long, diseased husk known as Old Jantara. Only after these did the dogs rise, and only then did the land become something new.