zeruhur


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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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:

The Hard Rules

What cannot happen, or what happens only at a price that few can afford:

The Cost

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:

2. The Opposition

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?

"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.

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.

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.

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.

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.

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 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

Travel


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:

Language and Slang

Proverbs are the shared language of the Marethar. They are quotes, beliefs, warnings:


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:

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:

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:

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:

The Friction and the Cost

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

  1. 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.
  2. 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.
  3. 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:

Median circle — commercial and cultural powers:

Outer circle — frontier and resistance realities:

The Distribution

Power is always mixed. Monarchs reign, but:

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

  1. 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.
  2. 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.
  3. 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

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

  1. 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.
  2. 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.
  3. 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


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.