Gods bleed. Ley-lines awaken. Players shape what comes next.
A world built through a decade of campaigns. Carried forward by yours.
The entities people worship as gods are not omnipotent creators. They are sentient accumulations of magical energy, formed from mana like stars from clouds of gas. They can be wounded, banished, and permanently destroyed. One was obliterated at the Battle of Fort Hope. The universe itself was not created by divine hands. It was born from the collision of two dying universes, and the beings mortals call gods simply woke up inside it.
An ancient network of magical energy once connected civilizations across continents, powering healing, ritual magic, and unimaginable feats of spellcraft. It was destroyed in a war between dragons nearly seven thousand years ago. The scars it left were invisible for millennia. In 815 AW, they started glowing again. The world has changed in ways no one fully understands, and every faction is scrambling to control what the lines might become.
There is no single “magic system.” Dwarven rune-smithing works like precision engineering, with carved triggers, conditions, and effects that still function centuries later. Gnomish gemscrolls compress spells into cut jewels that anyone can activate. Halfling hearth-weaving protects homes through decades of shared meals and kept promises. Ejiin shugenja balance four elements simultaneously. Chak’ti tattoo magic is earned through deeds and inscribed into living skin.
Alternate realities are not theoretical. A portal opened to a world where the orcs won the War and conquered every other race across eleven dimensions. Gods arrived from other universes, including Mordrion from Oerth, Pala’dinae from Krynn, and Eilistra’rae from Faerûn. The Nightmare Realm sent shapeshifting infiltrators into noble houses. The boundaries between worlds are part of the setting, not fringe weirdness.
Humans, elves, dwarves, gnomes, and halflings each have civilizations with real depth. Humans alone span nine nationalities, from Mongol-analog horse nomads to Japanese-analog samurai to Renaissance city-states to pharaonic god-kings. Elves live in seven tribal nations across their own continent with no concept of personal property. Races cannot interbreed. There are no half-elves or half-orcs. Every culture has its own language, magic, and history.
Mazariim has been built through play since 2014 across thirteen campaigns and dozens of players. The ley-line reawakening, the Orceri incursion from an alternate reality, the Nightmare Realm infiltration, the freeing of a god imprisoned for seven thousand years. All of it happened at the table. The world carries the scars and triumphs of every campaign that came before yours.
Everything a player needs to know, from the gods who shape the world to the table rules that shape the game.
Five major races, dozens of cultures, and what makes each one different from standard Pathfinder.
Thirty-four entities across twenty-three planes. Mortal, killable, and stranger than you expect.
From Renaissance city-states to Bronze Age god-kings. Every nation, its government, and its people.
The organizations that move the world, from churches and cabals to guilds and secret orders.
Ley-lines, rune-smithing, gemscrolls, hearth-weaving, and the cultural traditions that shape spellcraft.
The stories people tell, from creation myths and cataclysm warnings to campfire tales your character grew up hearing.
Past and present games in Mazariim. See what’s been played and what’s available to join.
System, tone, house rules, and everything you need for Session Zero. Start here if you’re new.
Searchable, filterable index of every spell in the game, including custom Mazariim spells.