The world of Dimensional Mage is open to explore — some of it freely, some of it earned. Base worldbuilding is available to everyone. If you're reading the book, select your arc below to unlock content as it's introduced to you.
The World — Free to Explore
No spoilers here. This is the world as it exists before the story begins — the bones of the setting, open to anyone who wants to look around.
Setting
A World After Something
This world carries the weight of an event it didn't fully survive. The Great Scar is the most visible mark — but the real damage is in the systems, the cities, and the people who grew up inside them.
Technology
Early Magical Industrial
Not medieval. Not cyberpunk. Think rune-powered lifts, artificer lamps, magical transit rails, and mechanical prosthetics. A society moving faster than its people can emotionally handle.
Guilds
The Guild System
Guilds are the scaffolding of this world — labor, protection, trade, and ideology all run through them. What a guild should actually be — money, protection, community, or purpose — is one of the story's central questions.
Theme
Broken People
The world of Dimensional Mage is not interested in chosen heroes. It is interested in people who were shaped by damage, made hard choices, and had to decide what kind of person to become with what was left.
City 1
The Village
Connection. Roots. The place people come from and can't fully leave behind, even when they try. Small, stable, and important in ways that don't show up on maps.
City 2
Small Valley City
Survival. The city that wants stability above everything else. Structured, careful, and sitting on tensions it would rather not look at directly.
City 3
Far-Side Town
A crossroads town that moves fast and asks few questions. Work flows through here from multiple directions — some honest, most complicated. The Upper City hides its corruption behind paperwork. Far-Side Town hides it behind tavern doors.
City 4
The Upper City
Ambition. A society evolving faster than its people can emotionally handle. Rune-powered infrastructure, guild politics, and a surface shine that sits on top of systems actively failing people at the bottom.
City 5
Ocean City
Movement and trade. Sea monster harvesting, shipwright guilds, and a hidden underside beneath the docks where smugglers and secrets share the same waterlogged spaces.
City 6
The Lower City
Below the shine of the Upper City. Where people actually live when the lifts don't reach them. Relevant to more of this story than most characters want to admit.
Foundation
What Is Resonance?
Magic in this world is tied to resonance — the emotional, physical, and dimensional frequency a person carries. It responds to the user's internal state. A calm mage casts differently than a frightened one.
Instability
When It Goes Wrong
Resonance that isn't understood or controlled reflects what the user suppresses. For most mages, this is manageable. For some, it becomes a liability — or a weapon they didn't choose to carry.
Nodes
Resonance Nodes
Places where resonance has pooled and concentrated over time — sometimes naturally, sometimes by design. Nodes affect everyone nearby, but especially those with unstable or powerful resonance of their own.
The Unknown
The Dimensional Layer
Beyond resonance, there are dimensions — layers of reality that sit adjacent to this one. The Great Scar is connected to this. So is the kind of magic that doesn't have clean edges. More detail unlocks with the story.
Top Layer
The Surface World
Where people live, trade, build, and govern. The layer most people experience as simply "the world." Its rules feel stable until something from below pushes through.
Middle Layer
The In-Between
The layer where resonance is most active — where magic practitioners work, where the guild systems intersect with deeper forces, and where information that isn't meant to be public tends to travel.
Bottom Layer
The Deep
What sits beneath everything else. Connected to the Scar. Not fully understood by anyone in the story. The things that live here are not always what they appear to be from above.
The Event
What Happened
Something tore this world open. The Godly Joining — a convergence of forces larger than any one faction could control — left a mark that never fully closed. The Great Scar is where that mark is most visible.
The Present
Living With It
People work near the Scar. Some study it. Some profit from it. Some are changed by proximity to it in ways they don't fully understand. The world built its infrastructure around the wound instead of healing it.
Symbolism
What It Means
The Scar is the story's largest external mirror. It represents truth, change, trauma, and the unknown — all things the characters are also carrying in miniature inside themselves.
Reader's Path
Reading the book? Select your arc below. Content unlocks based on what's been introduced to you — characters, locations, lore, magic, and NPC side quest perspectives. No spoilers you haven't earned.
If you haven't started yet, select the first option. If you've finished, you get everything.
Starting Point
Haven't Started Yet
No chapters read
Just the world from the outside. No character spoilers, no plot reveals.
Arc One
The Road Begins
Chapters 1–2
The party forms. The first hunt fails. Asheron is running from something he hasn't named yet.
Arc Two
False Freedom
Chapters 3–5
The money is good. The parties are loud. Asheron is wrong about most of what he thinks he wants.
Arc Three
The Bound Order
Chapters 6–10
The contract looks simple. It isn't. Someone knows a name Asheron hasn't told anyone.
⚠ Contains significant spoilers
Arc Four
The Quiet Room
Chapters 11–13
They won. Some of them had money in their pockets that Asheron didn't know about.
⚠ Major spoilers
Completed
Finished Book One
Full access
Everything unlocked. You've earned it.
🔥 You've selected an arc with spoilers. Content below reveals story events, character secrets, and plot turns. Only read on if you're ready.