Tir Hathar — Nations¶
Index only. Each entry is a teaser — the real, current material lives in the linked document. If something here disagrees with the linked doc, the linked doc wins; update that one, not this page.
Human Nations¶
The Caldrian Empire (Latin-flavored; formerly "the Imperium") — Recently tipped from absolute monarchy into a republic nobody trusts yet. The most professional army on the continent, held back by internal politics rather than any external threat. See The Caldrian Empire.
The Myrean Confederacy (Greek-flavored; "the Cities"; formerly "the Confederacy") — A loose council of city-states with no single ruler, held together by a shipbuilding tradition and Catfolk-crewed fleets rather than central authority. Could fracture at any time — the Empire's favorite pressure point. See The Myrean Confederacy.
Dar Ilm al-Zakir (Arabic/Persian-flavored; formerly "the Scholar Nation") — The largest single territory on the map, held together by trade and the Majlis rather than occupation. Not the strongest army or the richest treasury, but the most dangerous in a cold war — they understand everyone else better than everyone else understands them. See Dar Ilm al-Zakir.
Non-Human Nations¶
The Dwarven Kingdoms — Not one throne but four, sharing culture and trade across every major mountain range on the continent, plus a lost fifth foothold overseas. The richest power on the map, and the only one that armed every side of the Long War without shame. Oath-bound Ogrun serve as their guardians — and settle the setting's Ninth Race. See Dwarven Kingdoms.
Silbriesti (the homeland Taniere, tan-YEAR) — The Elven nation: isolationist, and unmatched in institutional memory — the oldest Elves are the only living people who remember the world before the Long War. Every military strategist has a file on what provoking them would cost. See Silbriesti.
The Giant Kingdoms — Multiple loosely-allied, Nephilim-inspired kingdoms, 10 to 20 feet tall, where height doubles as rank. Cannibalism as an honored rite rather than savagery, oracle-and-oratory culture, and a shared act of civilization-ending war against the Catfolk still shadowing their diplomacy. See Giant Kingdoms.
Ssyrathis (Skarrgul to its own people) — The Monster Kingdom: a Medusa aristocracy ruling a Hobgoblin-majority empire on the Iberian Peninsula. A real court, a real army, real diplomatic weight — not a horde on the map's edge. See Ssyrathis.
Scattered Peoples — No Nation¶
Catfolk — Scattered by the Giants' draining of their home sea early in the Long War; rebuilding influence through numbers and quiet indispensability rather than reconquest. Hold both the Healer and Tide Sigils. See Catfolk.
Wayfolk (formerly "Smallfolk") — Wanderers descended from Long War-era neutral caravaners; no lost homeland, just centuries of never picking a side. Their Handler-Sigil-touched animals are the actual export. See Wayfolk.
Changelings — Shapeshifters with no homeland, found in every nation in roles that need a stranger's face. Hold the Tracker Sigil, and a quiet affinity with the Catfolk. See Changelings.
Unconquered Peoples and Monster Nations¶
The Goblins (and Hobgoblins, and Bugbears) — Filled the vacuum the Catfolk Diaspora left in Mexico; nobody, Giants included, actually controls the interior. See Goblins.
Lizardfolk, Kobolds, and the Wildlands — Unconquered peoples and unclaimed territory, from the dinosaur continent's dinosaur-guarded interior to the map's unmapped edges. See Peoples_Unconquered.
The Northern Reaches — An abbreviated Poland/Russia analog held by the Ice-Trolls (nomadic "Yeti," settled "Hags") — a biology-beats-army deterrent, not a political one. See The Northern Reaches.
Dragons — A handful of reclusive dragons hold their own courts apart from any nation, including Mexico's Feathered Serpent. See Dragons.
See Also¶
- Geography — the map, scale, and territory-to-real-world-analog key
- World Overview — tone, tech level, variant rules, player races
- The Sigil Houses — the thirteen Great House Sigils, plus the Cruel Sigils
- Religion — the Host, the Flame, the Blood, and the two walking gods