The world between promises

About Tír Idir

Tír Idir is original fiction inspired by Irish Celtic mythology, not a direct retelling. Its people live among remembered names, binding geasa, sidhe thresholds, Ogham stones, and powers whose histories cannot be divided neatly into good and evil.

The Fifth Peace

Old settlements can end a battle while preserving the conditions for the next one. The Fifth Peace asks something harder: consent instead of coerced harmony, mercy without forgetting harm, memory without inherited vengeance, and responsibility chosen rather than imposed.

Names and memory

A name can be shelter, inheritance, weapon, or promise. Memory is active in Tír Idir: held by people, places, forts, and oath-stones. What is remembered matters, but so does who is permitted to interpret it.

Geasa and consent

Geasa bind action to meaning. The setting treats that power as a moral question as well as a magical one. A sacred obligation can guide a life, yet traditions become dangerous when they deny the bound person a voice.

Sidhe thresholds and Fomorian influence

Thresholds connect places whose laws and memories do not always agree. Fomorian-tainted beings are not generic monsters, and the sidhe are not decorative mystery. Both carry histories, bargains, harms, and perspectives that complicate every crossing.

Why strategy games?

Strategy makes responsibility visible. Position, incomplete information, delayed consequences, shared resources, and limited power turn the setting's themes into choices rather than exposition.