Tir Hathar¶
Tir Hathar is a wounded world on the edge of war. A conflict lasting over 250 years ended within living memory — living memory only for the oldest Elves, who are not sharing what they know. The uneasy peace that followed is a cold war of maneuvering nations, competing intelligence operations, and political pressure rather than open combat. The prosperity of magitech masks both the tension underneath and the depth of what was lost.
Technology sits at a flintlock fantasy level — magic and swords remain central, firearms supplement rather than replace them, and Sigil-born magitech is prosperity concentrated in a handful of bloodlines rather than spread evenly across society.
The Nations¶
Tir Hathar's power is split between three human nations, a handful of non-human kingdoms, several peoples with no nation at all, and territory nobody has ever conquered. Nations is the map of all of it, with a link out to every nation and people's full write-up.
The World¶
- World Overview — tone, technology level, and the variant rules the setting runs on
- Geography — the map, its scale, and how each nation's territory lines up to a real-world analog
- Religion — the Host, the Flame, the Blood, and the two gods who walk the world
- Magic Systems — the moon-school traditions and how arcane magic actually works here
- The Sigil Houses — the thirteen Great House Sigils, and the Cruel Sigils that sit outside them
A World Still Bleeding¶
Every nation on the map is shaped by the Long War, whether or not its people still talk about it. Gods died. A sea was drained as an act of war. Empires that once ruled by decree now govern by consensus, badly. Nothing here is settled just because the fighting stopped.
Tir Hathar rewards paying attention. The polite version of a nation's history is rarely the whole version.