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World vs World · Worlds & pacts

Where you’re from.
Who you stand with.

You don’t choose a second identity for the war. Your home world is your team: the same place where you put down roots and build a life.

Halcyon’s sunlit meadow, broadleaf trees and wildflowers surround a pond, with farms on the distant hills.

Concept art

Meadow forest

Halcyon

Golden grassland and open woodland, long gentle summers, and soil that produces far more than it reasonably should. Halcyon feeds the system.

Halcyon people have a reputation for being pleasant — meant kindly by Halcyon, and not always by anyone else. A lovely place to be from, and slightly embarrassing to have never left.

Cairn’s alpine valley framed by colourful conifers, flowering undergrowth and angular snow-capped mountains.

Concept art

Alpine mountain

Cairn

Thin air, hard light and the clearest sky in Hearth, which is why the gate-watchers and the observatories are here. Also the system’s mineral source.

Patient and taciturn. Cairn has watched the gates longer than anywhere else, and it was Cairn that first noticed a dormant gate wake. Cairn people are the ones who notice things.

Kiln’s rocky desert, dry branching trees and spiky scrub under warm sunlight, with industry in the distance.

Concept art

Arid desert

Kiln

Relentless sun, enormous solar fields, and the smelters and fabricators that build everything Hearth does not grow. Kiln is the foundry.

Proud of the difficulty. Kiln is where the ships get built, and Kiln does not let anyone forget it. The best pilots in Hearth are disproportionately from Kiln — which Kiln puts down to character, and everyone else to boredom.

Canopy’s dense tropical palms and ferns frame a turquoise stream beneath elevated research walkways.

Concept art

Tropical jungle

Canopy

The seed vaults, the growth labs, the medicines. Whatever its builders intended, Canopy is where life is at its most inventive, and the Charter’s biologists have never run out of work.

Improvisational and a little feral. Canopy fixes things with whatever grew nearby, and has the highest rate of unchartered departures in Hearth — which the Charter finds troubling and Canopy finds funny.

Fen’s moss-draped swamp trees, reeds and lily pads surround a quiet waterway and a narrow boardwalk.

Concept art

Swamp

Fen

The system’s hydrology: filtration, processing, and the reclamation of everything the other five worlds are finished with.

Disreputable and unbothered about it. Fen processes what the others discard, including cargo that arrived without paperwork. The least respectable of the six, and by a wide margin the most interesting.

Wisp’s layered forest at dusk, with ferns, mushrooms and luminous cyan and pink growth around a pool.

Concept art

Enchanted forest

Wisp

Built like the others, to the same standard, clearly on purpose — and nothing the Charter can measure explains what for. Bioluminescent growth in colours with no business being in a forest, and light that comes up out of the ground at dusk.

The one you pick on purpose. The luminous growth is spreading, into patterns survey after survey declines to call deliberate. The file is open. The file has always been open.

Six identities · Three sides

Your world stays.
The pact changes.

The planned seasonal structure pairs the six worlds into three pacts. A new season brings new pairings, giving familiar rivals a reason to fight alongside one another.

No season is running yet, and no pairings have been announced. Season length, scoring and the details of territory resets remain in design.

Explore the war at Anvil →

A rivalry worth coming home from

Fight for your world.
Come home to your people.

The war belongs at Anvil. Your home in Hearth stays yours.

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