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Gazetteer

Every named place in Tir Hathar, in one list, for mapmaking and quick reference. For scale, travel times, and the current draft map, see Geography document.

The real-world analogs are drafting shorthand, not a template. The finished map deliberately loosens coastlines and borders, so Tir Hathar shouldn't read as the world we know. Where a page and the map disagree, the map wins.

Regions

  • Septentria (sep-ten-TREE-uh) — the Europe analog.
  • Tir Ynysael (teer EEN-iss-ayl) — the British Isles, Ireland, and Scandinavia.
  • Tsagoi (TSAH-goy), the White Forest — the frozen north, an abbreviated Poland/Russia analog pulled south into the eastern forest belt.
  • Khavaran (KHAH-vah-rahn) — the Middle East through Central and mainland Southeast Asia.
  • Varsabad (VAR-sah-bahd) — the Indonesia analog.
  • Theria (THEER-ee-uh), the dinosaur continent — the Africa analog.
  • Azlotl (AHZ-lotl) — the Mexico analog, a separate landmass off Theria's west coast.

Nations and Their Lands

  • The Caldrian Empire (the Imperium) — France, Italy, Slovenia, Croatia, Serbia, Bulgaria, Romania, Turkey, and Albania.
    • The Seven Duchies — one of the old kingdoms the Empire was built from, in the France analog.
  • The Myrean Confederacy (Myrea, the Cities) — the Egyptian, Libyan, and Algerian coast, Greece, and every Mediterranean island.
    • Archaia, called Mētris (MAY-tris) by Myreans — the Greece analog, the Confederacy's homeland.
    • Eurystus — the Sicily analog.
  • Ssyrathis (Skarrgul to its own people; the Monster Kingdom) — the Iberian Peninsula.
  • Dar Ilm al-Zakir (Dar Ilm, the Scholar Nation) — the Arabian Peninsula, Iraq, Iran, Afghanistan, Pakistan, Central Asia, and on into mainland Southeast Asia.
    • The far-eastern Elven vassal — one island of Varsabad, not yet named.
  • Silbriesti (Taniere (tan-YEAR)) — the Elven nation, holding Tir Ynysael and a toe of the Netherlands.
  • The Dwarven Kingdoms — five kingdoms, one to a mountain range.
    • Hohenreich — the Alps and Germany.
    • Schwarzreich — the Carpathians.
    • Eisenreich — the Pyrenees.
    • Ostengebirge — the Urals.
    • Himmelreich — the Himalayas and the highlands around them.
    • Sonnengruft, once Sonnenreich — the lost sixth kingdom, in Azlotl's western mountains, now ruins.
  • The Giant Kingdoms — four kingdoms of the Rephaim.
    • Chorakim — the Levant: Israel, Jordan, Lebanon, and Syria.
    • Ashtakim — the Atlas and the Strait: Morocco and Gibraltar.
    • Zephakim — the Ardennes (Belgium).
    • Zumakim — Hungary.
  • The Northern Reaches — the Ice-Trolls' land, which is Tsagoi.

Lands Held by Peoples, Not Nations

  • The Lizardfolk interior — the heart of Theria, held by the Lizardfolk, with the Kobolds beneath them.
  • Goblin Azlotl — the whole of Azlotl, held by no one in particular since the Catfolk Diaspora. See Goblins document.
  • The Gnoll frontier — the ungoverned edges of Dar Ilm al-Zakir.
  • The Theria colonies — a few small, walled colony attempts, some failed.

Cities

  • Pax — capital of the Caldrian Empire, at Rome.
  • Aurelia — Imperial port on the southern coast, at Montpellier. Saved late in the Long War by the avatar who now carries its name.
  • Felicita (feh-LEE-kih-tah) — Imperial port on the Atlantic coast, at Bordeaux. Held by Ssyrathis late in the war.
  • Myrea — the Confederacy's first city, in Archaia.
  • Tallas — on Eurystus's best harbor, in the southeast, at Syracuse. Where the Treaty of Tallas was signed.
  • Syracuse — on Eurystus's northeast strait, at Messina. A naval city that guarded the island against the Empire.
  • Ophiussa (oh-fee-OO-sah) — capital of Ssyrathis, at Lisbon.

Seas, Straits, and Waters

  • The Mediterranean — the living sea at the center of the world.
  • The Lizard Sea, old name Acuetzpalco — the dried sea between Azlotl and Theria, now salt flats, dry channels, and exposed reefs.
    • The Lizard Swamp — the old seabed's low point, still swamp.
  • The Pillars of Heracles — the Gibraltar analog, the most tense border on the map.
  • The Red Sea — between Theria and Khavaran. The Kuwaffri trench lies beneath it.
  • The Channel — between Tir Ynysael and Septentria.

Mountains, Volcanoes, and Landmarks

  • The Pyrenees — Eisenreich, the Dwarven chokepoint between the Empire and Ssyrathis.
  • Urzog and Burzug — the twin volcanoes flanking the narrow crossing where Azlotl touches Theria, on the Lizard Sea's southern side.
  • The Southern Cape — Theria's southern tip, a dead-magic zone.
  • Dead zones, echo sites, and corrupted nodes — scars of the Long War, scattered across the map and mostly unplaced.

Dragon Courts

  • The Feathered Court — Xumaquixtzin's, at the neck of Azlotl's western peninsula (the Baja analog), controlling the only land route onto it.
  • The Lizard Court — Zakurgal's, in the Lizardfolk interior of Theria.
  • The Green Court — Tirhildis's, in the Luxembourg analog, where the Dwarves, the Empire, and Zephakim meet.

Still Unnamed or Unplaced

  • The Empire's other old kingdoms, and the seven duchies themselves.
  • Major cities beyond those above, including any in Dar Ilm al-Zakir, Silbriesti, and the Dwarven Kingdoms.
  • The far-eastern Elven vassal, and which island it is.
  • The lands east of the Himalayas: China, Korea, and Japan analogs, and Siberia beyond the Reaches.
  • The exact spot of the Lizard Court within the interior.
  • The Kuwaffri trench's name.