Marethar
Version: 1.0 Status: Compilation from Marethar v2 (Orizzonti GDR) Genre: Gunpowder MedFantasy Original Author: Roberto Bisceglie – © 2025 Orizzonti GDR (CC BY-SA 4.0)
0 🜍 The Quick Sheet
The only page a stranger needs to read to understand the world.
"To understand the Marethar, one must first choose who to pretend to be while listening to it." — Lysaur of Premia, dissident philosopher
The Concept
An inland sea that is at once a market, temple, and battlefield. Around it, twelve nations, six cultures, and nine cults have been glaring at each other for centuries. Technology has the sound of cannons and the smell of hot iron; faith has that of burned resin and promised blood. There are no official truths, no predestined heroes, no cosmic wars to resolve. There are tensions in precarious balance — and players brave enough to get their hands into them.
The Truths of the World
Five structural facts that the worldbuilder must always keep in mind:
- Four magical traditions coexist without a common authority (elemental, divine, shamanic, alchemical). Every state or culture recognizes some and persecutes or ignores the others. There is no "official" magic valid across the continent.
- No border is internationally ratified. Every nation uses its own maps; border disputes are the norm, not the exception. Many wars arise from cartographic overlaps, not formal invasions.
- Access to written knowledge is regulated by guilds and academies, not by states. Magical formulas, certified trade routes, and historical texts are the property of the institutions that guard them. The theft of formulas is punishable; unauthorized disclosure, too.
- Cults have an administrative function as well as a spiritual one. In many regions they define calendars, validate contracts, approve marriages and tribal appointments. Religious and civil power overlap everywhere, in different forms.
- There is no single calendar. Every culture uses a different year zero (foundation of a city, revelation of a deity, mythical event). The "bridge chronology" used by scholars is a practical approximation, not a shared fact.
The Current Crisis
Twelve nations in unstable equilibrium. Ancient cults re-emerging with apocryphal texts and new precepts. Trade routes choked by embargoes and rising piracy. Academies that guard forbidden knowledge and regulate access to it. In the desert, in the port, in the senate hall: someone is about to move a pawn that will change everything.
The Aesthetic
Dusty. Perfumed. Incandescent.
Religious processions at sunset. Crypts covered with frescoes and candles. Port markets where spices, books, and half-burned parchments are sold. Philosophers' rooms lit by oil. Casemates where weapons are blessed before using them. The early baroque meets the bronze age; cannons coexist with idols.
I 🜍 The Mechanics
The rules of the game. What is possible — and what it costs.
"Every formula has a price. If you don't know what it is, you are just late in paying it." — Ritual note of the College of Philosophers
The Source of Power
In the Marethar there is no single source of magical power. Four arcane paths unfold in parallel, without unification, without common authority, without a shared manual:
- Elemental Magic — The symbolic and practical domain of fire, water, earth, air. The most widespread and the oldest, rooted in shamanic rituals and archaic cults. The Aridonian shamans control the ceremonial fire; the druids of Dimilalica celebrate the seasonal movements. Many consider it crude. No one truly underestimates it.
- Divine Magic — Invocation of deities or superior spirits through rituals, offerings, chants, and prostrations. Strictly tied to the local religious structure: only recognized faithful can access its powers. Temple authorities control, regulate, and sometimes forbid.
- Shamanic Magic — Trance, dreams, possession, dialogue with spirits and ancestors. It is not learned in an academy: it is received through visions, rites of passage, contacts with the invisible world. It is deemed unreliable by those who fear what they cannot catalog. Its actual power is recognized even by those who persecute it.
- Alchemical Magic — Born in laboratories, among guilds and academies. It combines empirical, symbolic, and mystical knowledge. It requires techniques, tools, rare substances, and ciphered codes. Its effectiveness is feared as much as its opacity.
The Hard Rules
What cannot happen, or what happens only at a price that few can afford:
- There is no universal resurrection. Every tradition has its way of relating to the dead. But no one brings them back entirely.
- No magical system is recognized by all cultures. What is sacred for an Aridonian is folklore for a philosopher of Premia, and a crime for an inquisitor of Linia.
- Knowledge is not shared without consequences. Formulas are jealously guarded. Whoever tries to steal them faces orders, guilds, and sometimes something worse.
- There is no magic without social cost. Even the most discreet practice modifies the one who exercises it — and the way the world looks at them.
The Cost
- Physical: prolonged use consumes the body. Subtle mutations, spiritual hemorrhages, progressive blindness, tiredness that does not pass. Some mages choose the price. Others suffer it without ever having signed for it.
- Social: practitioners are feared, isolated, exiled. In certain places it is status; in others it is condemnation. Marginalization is the rule, not the exception.
- Ritual: some powers require offerings, sacrifices, isolation, places that cannot be used twice. The cost is exact, punctual, and does not accept delays.
Technological Level
16th century analog.
Gunpowder in military and mining use. Merchant and war sailing ships, guided with star maps and astronomical calculations. Arquebuses and heavy artillery in the great powers; bows and spears in tribal cultures. Advanced irrigation in river valleys; stone and metal architecture in capitals. Printing is present but censored in several states. Alchemy as applied science — not yet separated from ritual magic. No automated mechanical energy.
II 🜨 The Powers
Who has a say? Who gets crushed? Why do they meet?
"Whoever commands today, knelt yesterday before a master merchant." — popular saying in Meshdad
The Three Great Structures
1. The Dominant Power
Two great forces divide the military and bureaucratic hegemony:
- The Empire of Linia — Absolute order, codified perfection, numerous and well-equipped legions. Marnorum, the capital, is a colossus of marble and symmetry where every word is already approved before being pronounced. The emperor rules; the senate reflects his will. Corruption is invisible, but as geometric as the architecture.
- The Rashian Empire — A state machine that does not ask for consensus: it takes what it considers order. Heavy artillery, standing armies, large-scale siege tactics. Fahya, the capital, smells of preserved iron and warning. Khalid IV rules — but the true power is the rhythm of the ceremonial drums.
2. The Opposition
- The Republic of Premia — Pluralist senate, open libraries, freedom of ideas (at least as rhetoric). Preiacoria is the heart — a market of thoughts, a crossroads of geographic maps and of philosophers with too many secrets. It depends on naval routes and Ashania's cereals. When they are missing, freedom has hunger.
- The Rhithian League — Commercial pact between northern islands. Maritime democracy, but only for those who can afford it. It manages routes, embargoes, and very loud negotiations. Its power is in the fleet — and in the families that own it.
3. Society
The Marethar is divided by culture and by cult, not by class in the classical sense. Six cultures (Aridonian, Aurelian, Lysandrian, Orethian, Thalassian, Naharim) overlap with twelve nations that overlap with nine religions. The guilds and academies function as class filters for access to knowledge and magic: it is not how rich you are, it is who you get recognized by. Supranational networks (the Merchant Guild of Meshdad, the Artisan Brotherhood of Vallan, the Mage Order of Thalassia) have more effective power than many courts, and answer to no king.
The Six Cultures
| Culture | Identity tags | Symbol | Proverb |
|---|---|---|---|
| Aridonians | Tribal honor, solar rites, oral memory | The Flayed Tree | "Who forgets the grandfather's name, loses their shadow." |
| Aurelians | Imperial glory, law and knowledge, art and control | Engraved Sun | "Only imperfection deserves the attention of the gods." |
| Lysandrians | Cunning, diplomacy, mobile commerce | Spiral of Currents | "Who does not know how to lie, does not know how to navigate." |
| Orethians | Armed honor, excavated castles, clans and iron | Broken Hammer | "Who comes out of the rock no longer has a name." |
| Thalassians | Cooperation, sea spirits, pragmatic and devout | Net of Tides | "Who does not close the cargo, closes the coffin." |
| Naharim | Equilibrium, sacred orality, egalitarian villages | Spiral of the Delta | "The first sip belongs to the river." |
The Human Element
Who really inhabits this world?
- The Insider — who benefits from the system: The Linian Senator with the calibrated smile. The merchant of Meshdad with marten eyes and scribe hands. The Academy Master who decides which texts are "transcription errors". They have everything — except what the system cannot give: the answer to the questions not asked out loud.
- The Outsider — who gets crushed by the system: The practitioner of shamanic magic who works outside the guilds. The Aridonian refugee who carries an engraved oath and no identity paper. The adept of a heretical cult who heals children in a forgotten village and is persecuted as a threat. The port teacher who knows too many things about the right smugglers.
- The Conflict Generator — what forces them to meet: The Insider needs the forbidden knowledge of the Outsider. A sick son, a seal to break, a formula that academies do not teach. The price will be one's loyalty — and perhaps something that cannot be recovered.
"There is nothing that has not already been discovered in the Marethar. But every discovery is a well-documented misunderstanding." — Lysaur of Premia
III 🜄 The Gazetteer
Places support each other. Pulling a thread is enough to make a city fall.
"Cities have official names, and then names used only by those who live there."
Main Hubs
The Marethar (the inland sea) The heart and mirror of the continent. Commercial, spiritual, and military artery: whoever controls a port, controls a season. Its waters connect all shores — and none is neutral. Some maps mark islands that no longer exist. Or that exist only with certain tides.
- Key dependency: on all coastal nations for routes and resources. None lives without it.
Marnorum (capital of Linia) Marble, symmetry, living archives where laws correct themselves. The air is filtered, codified, rewritten. The silence is geometric: if a word falls, it is a symmetry error.
- Key dependency: on imperial legitimacy and the consensus of the legions. If the provinces reject it, the city is a huge stone that holds nothing.
Preiacoria (capital of Premia) Libraries, senate, open markets. A port of ideas poised between heresy and innovation. Freedom here has a price — it is called well-used rhetoric.
- Key dependency: on Ashania's cereals and Rhithia's naval routes. Without them, the philosophers eat their own manuscripts.
Fahya (Rashian capital) Fortress, academy, alchemy. The stone smells of preserved heat and warning. Inside, the smell of iron. Voices are not heard, but intuited. The largest magical university of the continent is seated there — but accepts less than a tenth of candidates.
- Key dependency: on Rashian mines and control of northern borders. If the mountains yield, the city is exposed.
Allasia (seafaring city-state) It does not consider itself a city, but a route. A maritime democracy for those who can afford it, a gilded prison for those who work on the docks. Families wage war over routes, cargo quotas, and contracts of glances. The smell is brackish and greasy. The wind speaks too many languages.
- Key dependency: on the Rhithian League for protection. Without allied ships, it is a target.
Nabad (Aridonian city) Crypts of Shahin, desert, tribal memory. The place where water is more sacred than blood — and rarer. Seasonal rites are still active; priestesses sing genealogies instead of writing them.
- Key dependency: on mountain spring water and caravans bringing grain from outside. The desert does not forgive delays.
Key Environments
The Safe Zone — where order (for now) holds The cultivated plains of Preiacoria, with their granaries and their strolling philosophi. The Lysandrian coasts, where grilled fish and town square discussions mark slow days. The Naharim valleys, where the rhythm of the river is calendar, law, and prayer.
The Dangerous Zone — where one goes to die or to find something worth losing
- The mute mines of Vallan — metals are extracted that make no sound. The Artisan Brotherhood has banned a certain alloy: the joints, it is said, speak.
- The caves of the Suleiman Desert — no map manages to fix them twice. Surveyors return with different maps every time they enter.
- The submerged ruins of Thalassia — visible only during reverse tides. Some nautical charts indicate them as an active port, but the date is wrong by centuries.
- The Rashian mountains — where gems and rare powders are extracted. Whoever is born here walks with hard feet and a sharp tongue. Forbidden tunnels are the only map that counts.
Travel
- Method: ships on the Marethar for main routes; camel caravans in the desert; unmapped mountain paths in Orethia and Vallan. Packhorses carry knowledge as much as goods.
- Scale: a coast-to-coast journey requires weeks, often seasons. A naval blockade can turn a three-day route into an odyssey with no return. Borders change while walking.
IV 🜨 The Living World
How this world is experienced every day.
"Politics moves armies, but it is hunger that moves hands." — Diary of Simple Days, Preiacoria
The Point of Daily Friction
Every encounter between cultures is a calibrated risk. Calendars do not coincide — a thanksgiving festival in one valley is a day of mourning two hills over. Languages change shape like bodies. A flower offered as a sign of peace can be an insult three borders further east.
Guilds impose entry controls on professions; it is not enough to know how to do something — you must know who taught you, and if that master was recognized. Oral knowledge is not worth as much as written knowledge, and written knowledge is not worth as much as that certified by an academic seal. Knowledge is the first frontier.
Resources and Currencies
What moves hands and fills holds.
| Resource | Origin | Importance |
|---|---|---|
| Spices | Meshdad, Hamania | Luxury currency, alchemical ingredient, status symbol |
| Metals | Vallan, Rashia, Orethia | Wars, weapons, artisan guilds, metallurgical formulas |
| Fish and salt | Thalassia, Allasia | Daily survival, preservation, commerce |
| Grain and oil | Premia, Ashania | Food base, famine = immediate political crisis |
| Water | Aridonia (scarce) | Rare and sacred commodity, more precious than gold in the desert |
| Written knowledge | Premia, Fahya | Extremely rare, contested, often falsified or censored |
Currencies in use: Rashian dinars (minted gold, military value), Lysandrian pieces (mercantile silver, trade routes), Aridonian tribal barter (raw materials, engraved promises). There is no single continental currency. Every border is also an exchange gap.
Faith and Philosophy
In the Marethar, faith is no ornament. It is a system of rules, a network of rites, control of the social body. Cults define calendars, approve marriages, validate contracts, and sometimes decide who can speak first.
The main belief systems:
- Sect of Shahin (Aridonia) — The Tree that walks in the bones. It has no temples, it has sacred woods. Its priestesses sing genealogies and heal. Some of the most feared curses on the continent start from a whisper under a certain tree, at a certain hour.
- Faith of Shemshahva (Orethia) — The serpent that remembers longer than time. Veneration of ancestors through shaman-archivists. Wearing the symbol on your neck means that someone, somewhere, is still watching you.
- Cult of Carthara (Thalassia, merchants) — Not a deity, but a pact. Every captain is a priest. Every sailor can call Carthara once in a lifetime. Its prayers are oral contracts.
- Beliefs of Golat (Aridonia, shamanic) — The Yellow Panther, guide in trances. Sacred caves, ritual dances, communication with spirits.
- Spirits of Thalaran (Thalassia, animism) — Every element of nature has a spirit. Sailor ancestors still influence the world of the living. Elders and captains officiate the rites.
- Gods of Ralertis (Linia) — Supports the senate in symbolic and patrimonial matters. State faith, not of spirit.
- Druidry of Dimilalica (forests) — Nature is not a good to be venerated: it is a voice to be listened to. Druids are rural judges, healers, living archives of the seasons.
- Marethian Atheism — The "religion" with the most followers: 23 million. It relies on reason, science, and philosophy. It has no rites, but it has philosophical meetings and public debates — which sometimes closely resemble rites.
- Cult of the Fixed Shadow — Ancient, considered extinct. Recently reappeared with apocryphal texts. No one yet knows what it wants, or what it is waiting for.
Language and Slang
Proverbs are the shared language of the Marethar. They are quotes, beliefs, warnings:
- "Who cuts the mother's tree, falls under the son's shadow." — Aridonian funerary rite
- "The first sip belongs to the river." — Naharim proverb on respecting origins
- "Who does not close the cargo, closes the coffin." — Thalassian saying, directed at distracted sailors
- "A truth told too early becomes a heresy. One told too late, an obituary." — Silent Academics of Fahya
- "A man without a belt has no word." — Aurelian saying on the value of ceremonial buckles
- "Do not seek revenge. Talk to the blood: it is already seeking it for you." — inscription on an Orethian ceremonial dagger
V 🜃 The Archive
What happened. What no one should know.
"Not everything that is engraved is true. But everything that resists time says something." — Broken epigraph, submerged temple of Rhidar
The Six Epochs — Reference Chronology
Chronology in relative years to the current era. The dates follow the academic "bridge chronology"; where discordant sources exist, they are noted.
Epoch of Origins (3000–2000 years ago) Aridonian tribes settle in deserts and mountains. The first Naharim communities are born along the rivers; tribes stabilize around the irrigated agriculture of the Dor. Lysandrians colonize the coasts; Thalassian city-states organize as naval centers. Oral cults take shape around arboreal symbols and constellations. The Aridonian Lion Wars mark the passage from myth to political organization. Note: Aridonian chronology places the appearance of the sacred Buffalo two centuries before agricultural spread (probable ritual anachronism, unresolved).
Epoch of Ancient Kingdoms (2000–1500 years ago) The Dorian Empire unifies along the Dor river. The Cult of Dor and the Sect of Shahin are born. Metallurgy and navigation spread. The first sacred poem is transcribed in Fahya — it survives in fragments. Aridonians found the Principality of Dajilia; the Rashian Empire takes shape.
Epoch of Classical Empires (1500–1000 years ago) Rashia and Doria expand. Regional powers emerge: Meshdad, Dajilia. The Naharim develop irrigation networks; the Orethians perfect metalworking. Pulbium, Dimilalica, and Tudeshkhast spread as organized cults. The Rhithian League is born among the Lysandrian city-states. First Maritime War between Lysandria and Thalassia — armed ships become vectors of worship. Note: The Chronicle of Aurel dates the Rhithian League after the First Maritime War; numismatic findings suggest the opposite. Open source.
Epoch of Migrations and Reforms (1000–500 years ago) Aridonian nations and Thalassian city-states expand. Premia adopts a republican government; Ashania a shared monarchy. Aurelian nations experience an artistic and scientific flowering. Codification of the Doctrines of Shahin in six books. Military unification of Vallan with forced assimilation of mountain cults. Burning of the Ancient Library of Preiacoria: ritual texts and celestial maps lost.
Epoch of Discoveries and Innovations (500–200 years ago) Firearms and long-distance navigation. Meshdad emerges as a global trade node. Flowering of Linian alchemy: first distillation towers, maps of metals. Treaty of the Two Truths between Premia and Ashania — coexistence of two rival faiths. Radical improvements in irrigation, transport, and urban logistics. Note: The Agreement of the Two Truths is recorded as signed "in the year of the eclipse", but the astronomically documented eclipse falls two decades after the conventional date. Open source.
Modern Epoch (last 200 years) Democratic reforms in Premia; centralized power in Linia. Thalassian city-states face internal crises. Fracture between the cities of the Gulf of Ral-Tesh due to cult conflicts. Discovery of the eastern lands beyond the forbidden routes — new syncretic cults and commercial crisis in the islands. Explosion in the laboratory of Fahya: three alchemists missing, "silent breach" unconfirmed. Re-emergence of the Cult of the Fixed Shadow with new apocryphal texts. Note: Testimonies on the re-emergence of the Cult of the Fixed Shadow report dates discordant by over thirty years. Manipulation of sources is suspected; perpetrators unidentified.
The "Iceberg" Secrets
Open questions that the characters do not know — and that the master can use as plot engines. They have no canonical answer.
1. What is Shahin really? Three hypotheses circulate among scholars and faithful:
- Real entity: it manifests in those who keep oaths; it does not act on individuals, but "sinks" those who break blood ties.
- Druidic construct: invented by a council to unite the Aridonian clans. Functional, but artificial.
- Disappeared being: Shahin died centuries ago. What is venerated today is the ritual reflection of something absent. Active hook: a new sect claims that Shahin has returned with a different name and precepts incompatible with the six codified books.
2. Where do mythical creatures come from? Sirens, ifrits, griffons, rainbow serpents are documented in the oral traditions of all cultures, but no testimony is verifiable. Three academic positions:
- Real creatures, active only in specific conditions (altered states, places of arcane concentration).
- Collective projections generated by faith and oral transmission — with concrete effects on human behavior.
- Non-temporal entities that use the continent as a periodic access point. Active hook: a recovered library contains a biological classification treatise on ifrits. Some names in the text coincide with living witnesses.
3. What is the true origin of the Empire of Doria? Doria exists and rules the shores of the Dor, but its historiography is disputed. Three versions circulate:
- Official: unified cult of the river Dor + enlightened dynasty that aggregated the Naharim communities into a stable state.
- Apocryphal: the foundation was an alchemical state experiment — the founding rite is still active somewhere in the underground of the Dor, and holds the Empire without anyone knowing it anymore.
- Revisionist (Fahya): the "enlightened dynasty" is a retroactively imposed narrative to legitimize imperial hegemony; the unification was violent and selective. Active hook: the river Dor has stopped responding to some priestly rituals in the last few seasons. The imperial temple has not made it public.
4. The silent breach of Fahya About 40 years ago: explosion in the underground laboratory of the university. Three alchemists missing. The laboratory was sealed from the inside before rescuers entered. No debris. The university filed it as a "transmutation accident". Unexplained fact: the walls of the adjacent crypt show engravings in an unidentified language. The execution times estimated by stonecutters exceed by weeks the time elapsed between the explosion and the discovery.
VI 🝗 The Primary Engine
The three systems that keep everything in motion — and that explode when you touch them.
By project choice, the Primary Engine of Marethar includes three modules in parallel, not just one. Each is autonomous but intertwined with the others.
VI.A — Magic
Four arcane paths that do not speak to each other, do not recognize each other, and fear each other.
"One prays so that the bones remember what the mouth has forgotten." — Naharim proverb
The Mechanism
The four paths have no common origin, no shared authority, no treaty regulating them. Every practitioner learns from those who precede them, in a specific context, with specific tools:
| Path | Method | Context |
|---|---|---|
| Elemental | Domain of fire, water, earth, air — symbolic and practical | Aridonian shamans, druids of Dimilalica |
| Divine | Rituals, offerings, prostrations towards deities or spirits | Priestesses of Shahin, Orethian officiants |
| Shamanic | Trance, dreams, possession, dialogue with ancestors | Shamans of Shemshahva, rural healers |
| Alchemical | Laboratories, ciphered formulas, rare substances | Academies of Fahya, Linian guilds |
The Distribution
Magic is not for everyone. It never has been. The access filters:
- Temples: authorize or forbid rituals. Only consecrated priests can evoke in sacred places.
- Academies: officially train mages, but with economic and political entrance exams. In Fahya, a tenth of candidates pass.
- Guilds and orders: decide who can sell, teach, inherit formulas. Transgressors can be legally prosecuted — or by other means.
- Oral transmission: in some cultures, power is inherited in a dream or by blood oath, outside any institution.
The Friction and the Cost
- Physical: subtle mutations, spiritual hemorrhages, progressive blindness. Whoever uses too much, pays with their body.
- Social: the fame of the practitioner precedes and follows them. Often it is marginalization; sometimes, power — of the same kind that isolates.
- Ritual: some practices require places that cannot be used twice. Some formulas must be performed alone. Some require offerings that the practitioner cannot make without losing something permanent.
The Golden Rule
What is sacred for one culture is heresy or scam for another. No magic is universally legitimate. The only common language is that of the result — and of the price paid to obtain it.
Key Elements — Three concrete examples
- The crypts of Shahin in Nabad — Seasonal rituals still active. The priestesses heal with consecrated sap. Some of the most feared curses on the continent start from a whispered chant under a certain tree, at a certain hour.
- The deep laboratories of Fahya — Experiments conducted under contract for the elite. Ciphered formulas for potions, explosives, arcane seals. The "chambers of forbidden substances" are the worst kept secret in the city.
- The mute mines of Vallan — Extracted metals that "make no sound". An experimental alloy caused the joints to "speak". The Brotherhood has forbidden the processing until the creator's name is engraved in fire and witnessed by at least three hands.
VI.B — Factions and Power
Who has the army, who has the gold, who has the knowledge — and why they are not enough.
"No book, map, or chronicle can truly prepare you for its truth." — Lysaur of Premia
The Mechanism
Twelve states in unstable equilibrium, structured in three concentric circles of power:
Inner circle — military and bureaucratic powers:
- Linia — Imperial, absolute order, numerous legions. Symmetry as an instrument of domination.
- Rashia — Military, expansionist, heavy artillery. The rhythm of the drums is its law.
Median circle — commercial and cultural powers:
- Premia — Republic, pluralism, libraries. Power here is rhetorical and academic.
- Meshdad — Mercantile sultanate. The scales of the Guild weigh more than a cannon.
- Allasia — Seafaring city-state. A route is an identity, a port is a vote.
- Rhithian League — Insular pact. The democracy of commerce.
Outer circle — frontier and resistance realities:
- Ashania — Forest diarchy. Sacred forests and rural tensions. Magic is whispered, nobles do not trust their own guardians.
- Vallan — Mining kingdom. Guilds rule de facto. The mountains guard secrets that no law can regulate.
- Hamania — Formal monarchy and tribal anarchy. Every satrapy is a semi-nation with its own army and autonomous alliances.
- Dajilia — Contested principality, Rashian pressure, fragmented tribal identity.
- Doria — River empire (Naharim culture), western coasts of the Marethar, along the Dor. Power is hydraulic: whoever controls the river controls every bridge, ford, and landing. Allied with Rashia. Irrigated agriculture, fishing, river craftsmanship. Small army; extensive river navy and systematic garrisoning of the banks.
The Distribution
Power is always mixed. Monarchs reign, but:
- Who controls the guilds controls knowledge.
- Who controls the naval routes controls commerce.
- Who controls the cults controls memory.
Guilds operate transversally to states. Cities that try to limit them see the rise of economic crises or prolonged technical strikes.
The Friction and the Cost
Every alliance is temporary. Every treaty has a secret clause. Every commercial war can become an armed war — and vice versa. Internal tribal rivalries are often more dangerous than conflicts between nations: a proverb can break an alliance more than a hundred arquebuses.
The Golden Rule
No nation is strong enough to dominate all the others. But each is weak enough to fall if the others were to unite against it.
Key Elements — Three nations to watch
- Linia and its Popular Prefecture — A minor region spontaneously elected a "Popular Prefect" inspired by Premian models. The Emperor orders to ignore him. But three cities have already joined him.
- Meshdad and the new spice — A variety capable of inducing lucid dreams appears in the markets. No one knows where it comes from. But many are ready to kill to control it.
- Allasia and the ghost ship — A ship docks at night. No one saw it arrive. Its cargo: sealed crates with a single word engraved on each side — "Return".
VI.C — Religions
Nine cults that do not exclude each other, but do not leave each other space.
"In certain lands miracles are performed. In others, miracles are prosecuted as frauds." — from Welcome to the Marethar
The Mechanism
Every cult is a complete system: rules, rites, responsibilities, control of the social body. Faith is not separated from administration — in many regions, cults approve tribal appointments, validate contracts, define calendars. There is no magic without faith, and there is no faith without politics.
The Distribution
| Cult | Culture | Approx. Faithful | Character |
|---|---|---|---|
| Spirits of Thalaran | Thalassian | 6.6M | Maritime animism, the oldest |
| Sect of Shahin | Aridonian | 5.9M | Organized, heretical to others |
| Marethian Atheism | Variable | 23M | Rationalism — the most numerous "faith" |
| Beliefs of Golat | Aridonian | 1.4M | Shamanism of the yellow panther |
| Cult of Carthara | Thalassian | 1.6M | Pact with the sea; every captain is a priest |
| Faith of Shemshahva | Orethian | 1.4M | Ancestor cult, sacred cobra |
| Pulbium | Aurelian/Premian | — | Official in Premia; order, law, ancestors |
| Dor and Naiad | Naharim | — | River deities; Dor the floods, Naiad the springs |
| Tudeshkhast | Orethian/Rashian | — | Widespread in Rashia and Vallan; mountain variant of the ancestor cult |
| Gods of Ralertis | Aurelian/Linian | — | State faith, supports the senate |
| Druidry of Dimilalica | Forests | — | Rural justice, living archives of the seasons |
| Cult of the Fixed Shadow | Unknown | — | Resurrected. Origin and objective unknown |
The Friction and the Cost
- Heresies are persecuted — or exploited. Some cults are banned in one nation and recognized in the neighboring one.
- Faiths overlap geographically but not doctrinally. In frontier villages, rites contaminate each other: the "Cycle of the Two Lights" is born, not recognized by any authority.
- Religious wars have already rewritten history. The next ones could rewrite geography.
The Golden Rule
One cannot eliminate a cult. One can only push it underground. And there it becomes more dangerous.
Key Elements — Three cults to remember
- The Sect of Shahin — Heals and curses. Priestesses plant trees in places of spilled blood. Internal fractures — between those who consider Shahin a maternal entity and those an impersonal process — have caused military conflicts among tribes. Some have changed names and lineages to avoid being associated with "sacrilegious" versions of the cult.
- The Cult of Carthara — Every captain is a priest. Every sailor can invoke Carthara only once in a lifetime. Prayers are oral contracts. Miracles: ships that do not sink when they should. Some say that Carthara and Thalaran are the same force seen with different eyes. No one has yet written this in an official treatise.
- The Cult of the Fixed Shadow — Ancient. Believed extinct. Reappeared with new apocryphal texts and dates discordant by over thirty years. Manipulation of sources is suspected. It is not known what the cult wants, nor why it returned now. That "now" is the most disturbing detail.
VII 🜍 Nation Profiles
Quick reference sheets for the eleven nations. Each profile indicates form of government, capital, dominant culture, and dominant religion.
| Nation | Government | Capital | Culture | Dominant Religion |
|---|---|---|---|---|
| Principality of Dajilia | Tribal monarchy | Nabad | Aridonian | Sect of Shahin |
| Rashian Empire | Military imperial | Fahya | Orethian | Shemshahva / Tudeshkhast |
| Republic of Meshdad | Mercantile sultanate | Meshdad | Aridonian | Shahin (urban form) |
| Grand Duchy of Hamania | Monarchy | Busgalerey | Aridonian | Shahin / local syncretisms |
| Republic of Premia | Senatorial republic | Preiacoria | Aurelian | Pulbium (official), Dimilalica (widespread) |
| Diarchy of Ashania | Diarchy (two sovereigns) | Durtus | Lysandrian | Syncretic solar cult |
| Empire of Linia | Centralized imperial | Marnorum | Aurelian | Ralertis / registered cults |
| Rhithian League | Maritime confederation | Lurocedina | Lysandrian | Thalaran, Carthara |
| Dorian Empire | River imperial | Dor | Naharim | Dor / Naiad |
| Kingdom of Vallan | Monarchy + guilds | Natzrel | Orethian | Tudeshkhast / Shemshahva |
| City-state of Allasia | Maritime autonomy | Allasia | Lysandrian | Controlled syncretisms |
Notes on the profiles
- Dajilia/Meshdad/Hamania share the Aridonian culture but differ in political structure: tribal clans, mercantile sultanate, feudal monarchy.
- Linia and Premia both express the Aurelian culture with opposite ideologies — empire against republic. The tension is structural, not accidental.
- Rashia and Vallan share the two mountain religions (Shemshahva, Tudeshkhast) with inverted emphasis: Rashia prefers Shemshahva as a state cult; Vallan [prefers] Tudeshkhast as guild legitimation.
- Rhithian League is not a unitary nation: Lurocedina is the capital of the league, but every city-state maintains its own institutions and rites.
- Allasia is a neutral port de facto. The "controlled syncretisms" are not a creed but a policy: every cult is tolerated, none is privileged.
VIII 🜄 Essential Glossary
Twelve terms to navigate the Marethar without sinking at the first rock.
Academies (Accademie) Centers of knowledge, often politicized. They decide what is "true" and who can say it. Access by exam, wealth, or recommendation.
Alchemy (Alchimia) Technical and spiritual practice. Distills potions, metals, and secrets. Requires laboratory, ciphered formulas, and discretion. Regulated by guilds; transgressors are prosecuted.
Carthara Naval spirit, god-pact of the Thalassian sailors. Every captain is its guardian. Every sailor can invoke it once in a lifetime — the answer is an oral contract.
Scholars of the Wind (Dotti del Vento) Wandering cartographers who record unofficial routes, contested borders, places that academic maps ignore. No one trusts them. Everyone looks for them.
Fragmentists (Frammentisti) Syncretic mystics who see all gods as broken fragments of a single original being. Often persecuted by orthodox cults. Widespread in port cities.
Guilds (Gilde) Artisan or mercantile corporations with quasi-state power. They impose codes, protections, professional secrets, and sanctions. Whoever does not belong to a guild has no voice in trade disputes.
Living Maps (Mappe Viventi) Unwritten documents: tattoos, handed-down chants, recurring dreams that guide navigators to lost or unregistered places. Recognized by some cults as valid testimonies.
Oases of Blood (Oasi di Sangue) Aridonian ritual places where broken vows and broken pacts are buried. Whoever stops there, it is said, always dreams the truth — even the one they preferred not to know.
Ralertis Aurelian deity of perfect order. State faith in Linia. Its rites are geometric, its blessings rare and formal. It does not tolerate liturgical improvisations.
Sect of the Fixed Shadow (Setta dell'Ombra Fissa) Underground cult that maintains that every event is a repetition of previous events, and that time flows in circles. Forbidden in many cities. Recently reappeared with apocryphal texts.
Spiral of the Delta (Spirale del Delta) Naharimic symbol of fertility, transformation, and cyclic destiny. Engraved in river temples and in property marks of the families of the Dor. Also used as a signature by exiled Dorian artisans.
Thalaran Fragmented spirit of the Sea. Older than Carthara. Speaks through dreams, anomalous tides, and sudden silences in quiet waters. The Thalassians consider it the origin of every voice of the ocean.