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Tir Hathar

Tir Hathar is a wounded world on the edge of war. A conflict lasting exactly 257 years ended 54 years ago with the Treaty of Tallas — recent enough that its ending is living memory for a real slice of the population, not just the oldest Elves, though the world before the war remains theirs and theirs alone, and they aren't 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 Kindred, the Azure Flame, the Unbroken Chain, and the two gods who walk the world
  • The Kindred — the everyday pantheon: Theiane, the Mother of the Gods, her twelve Children, and the uncounted under-gods
  • The Azure Flame — the religion of the Caldrian Empire: the eternal blue fire, its three divisions, and its rot
  • The Unbroken Chain — the hidden faith of divinity in the blood: its three paths, its violet, and its rot
  • The Lion — the Prince, son of the Emperor over the Sea, and the lionhearted who stand guard until he comes
  • 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.