Original tactical fantasy

Peace is not the absence of an oath.

Tír Idir is a world shaped by names, memory, geasa, Ogham stones, sidhe thresholds, and the responsibilities people choose to carry. Its answer to inherited conflict is the Fifth Peace: consent, mercy, memory, and chosen responsibility.

Tír Idir oath-stone crest

Games of the Fifth Peace

Two ways to stand at the threshold

Each game explores the same setting through different choices: ritual tactical trials between clans, and the defense of a fort through an uncertain age.

Playable now

Trials of the Fifth Peace

A browser-based tile tactics game with secret deployment, line-of-sight fog, six activation groups, Ogham objectives, clan champions, and command-driven online matches.

In development

Fort of the Fifth Peace

A top-down fort-defense game about holding a living stronghold, shaping clan oaths, surviving realm incursions, and deciding what protection demands of its keepers.

The heart of Tír Idir

Victory without erasure

Memory has weight

Names, promises, and old harms shape what people can become. Remembering is a responsibility, not a weapon reserved for the powerful.

Mercy has consequences

Rivals are not faceless evil. Clann Dorcha, tainted beings, and those touched by Fomorian power still carry motives, bonds, and the capacity to choose.

Thresholds require consent

Sidhe roads, geasa, and oath-stones ask who may cross, who may bind another, and whether tradition can remain sacred without becoming coercion.

Responsibility is chosen

The Fifth Peace does not promise easy harmony. It asks each person and clan to choose what they will repair, protect, and remember together.