The Dim
The Dim
The Dim is the shadow of the Prime: a dark mirror pressed against the physical world, reflecting its geography in twisted, drained, lightless form. Every forest in the Prime has a counterpart here of petrified trees. Every mountain range casts a jagged echo across The Dim's skyline. Every city has a shadow version in the corresponding region: ruins, or structures of dark stone, or occasionally something that is still inhabited but has become something the original would not recognize.
The sun never rises here. The sky is perpetual deep dusk, lit only by cold stars and the occasional pale moon that provides just enough light to see by and not enough to feel safe.
All of the above is true of roughly a fifth of the plane. The rest is the reason travellers who have been to The Dim and travellers who have only read about it describe it so differently that they sound like they are discussing two separate places.
Density
The Dim is a shadow, and a shadow requires something to cast it.
This is the single most important fact about the plane and the one most commonly left out of the standard descriptions. Where the Prime is dense with matter and living things, The Dim is correspondingly dense: solid ground, standing terrain, reliable distance, a landscape a person can walk across and return from. Where the Prime is empty, The Dim is emptier. And past a certain remove from anything the Prime anchors, The Dim stops being terrain at all and becomes the thing the frontier accounts describe, which is an absence with properties.
Scholars who have never crossed over write that The Dim is unpopulated emptiness. Frontier record-keepers at rift sites write that The Dim is not a place at all but the shadow-space at the edges of the material world. Traders who have wintered in the City of Shadows write about rent. All three are reporting accurately. They have been to different parts of it.
The plane is conventionally divided into three bands. The names are traders' usage rather than scholarship, and every practitioner in the City of Shadows uses them.
The Near Dim
The mirror. Everything the standard descriptions get right applies here: corresponding mountain ranges, corresponding river courses, petrified forests standing where living ones stand on the Prime, ruins occupying the ground that Prime cities occupy. Distance behaves. A mile walked is a mile crossed. Objects stay where they are put and retain their properties.
The Near Dim exists wherever the Prime is heavy with matter and life: under continents, beneath long-settled regions, along coastlines, through mountain ranges. It is deepest and most stable under the oldest and most populous parts of the Prime, which is why the plane's only substantial settlement sits where it does. Every permanent structure in The Dim, without exception, stands in the Near Dim.
The Thinning
The band where correspondence degrades. Landmarks still match the Prime, but approximately and unreliably. A ridge that should run north runs nearly north. A river course arrives at the correct valley by a route that does not match any map. Distances stop being consistent between crossings, so a route walked in four days may take three the next time or six the time after, with no way to know in advance which it will be.
The Thinning lies under sparsely inhabited Prime terrain: deep wilderness, open ocean, high desert, the interiors of the largest forests. Material brought into the Thinning holds, but material found there is unreliable. Water gathered here is drinkable and then is not. Stone quarried here has been known to lose cohesion after it is carried back.
Nothing is built in the Thinning. Several attempts are documented. None of the sites remain.
The Deep Dim
Absence. There is no correspondence to the Prime because there is nothing on the Prime side dense enough to cast one. The Deep Dim has no terrain, no distance in any sense a traveller can use, and no substance beyond what a visitor brings and what has adapted to persist without any.
What lives here is defined by dissolution rather than by form. The Umbral Dragon ranges the Deep Dim as its territory, and the reason it reads as an anchor of mass and solidity to anything that sees it there is that in the Deep Dim it is very nearly the only mass present.
No mortal has produced a usable account of the Deep Dim. There are accounts. They do not agree with each other and they do not agree with themselves.
What This Means in Practice
The bands are not marked and there is no border. What a traveller notices is a gradient: the correspondence to the Prime getting looser, the ground getting less committed, the distances stopping short of adding up. Experienced guides read the transition the way sailors read water colour, and the standard practice is to turn back at the first inconsistency rather than the second.
The practical rule that every guide in the City of Shadows teaches on the first day: stay where the Prime is crowded. Follow the mirror of settled country. Do not follow the mirror of a wilderness, and never follow the mirror of open sea.
Nature
The following describes the Near Dim, where effectively all travel, habitation, and trade in the plane takes place.
The Dim's geography echoes the Prime at a broad scale. Mountain ranges correspond, river courses correspond, coastal features correspond. The correspondence is not exact at the level of individual buildings or streets (The Dim does not update in real time as the Prime changes), but a navigator who knows both planes can orient in one by knowing the other.
What the correspondence produces is a plane where nothing is right. The forests are petrified or carnivorous. The rivers run with dark, slow water that has no smell. The ruins that correspond to Prime cities are inhabited by things that moved in after the echoes of mortal civilization faded. The land does not feel hostile so much as deeply wrong, the shape of a familiar landscape with all the vitality removed and something else put in its place.
Light does not travel normally in The Dim. Flames burn lower than they should and cast shadows that move independently of their sources. Magical light is dimmer than it would be on the Prime. The absence of a sun is not just a cosmetic difference; it is a property of the plane itself, and everything that evolved or adapted here operates by it.
Magic in The Dim
Arcane magic functions at reduced effectiveness in The Dim. Spells cost more to sustain, effects are diminished, and complex magical workings require significantly more effort than they would on the Prime. This suppression is intrinsic to the plane; it is not caused by any entity or barrier but by what The Dim is, a plane where the energies that feed standard arcane practice are sparse.
The inverse is true for shadow magic, dark magic, and necromantic practice. These draw on The Dim's own nature rather than fighting against it, and practitioners who work in these disciplines find The Dim amplifying rather than suppressing their work. A shadow mage is more capable in The Dim than anywhere in the Prime. A necromancer working here draws from an environment that reinforces rather than resists. This asymmetry shapes who lives here, who visits here, and what The Dim's civilization looks like.
Divine magic is not suppressed in The Dim, but the plane's oppressive nature taxes the will of the practitioner. Sustained divine working here has a cost that is more psychological than magical.
Entry
Three methods of entry are established.
Rifts are the most common source of accidental entry. The boundary between the Prime and The Dim is not uniformly stable; it thins at certain locations and under certain conditions, and where it thins enough, it tears. A rift in the Prime appears as a darkening in the air, a place where shadows are deeper than they should be and the temperature drops without cause. Most rifts are small and short-lived. Some are large enough to walk through and persistent enough to be mapped. Areas of significant death, long-sustained darkness, or heavy shadow magic practice in the Prime tend to produce rifts over time.
Portals created by mages are the standard deliberate entry method. The working is not trivial (it requires competence in planar magic and some understanding of The Dim's nature), but it is documented, teachable, and repeatable. Shadow mages and necromancers have the easiest time constructing these portals because their practice already draws on the energies that run between the planes.
Shadow leaps are the province of practitioners who have developed specific knowledge of The Dim's relationship to shadow. A shadow leap is exactly what it sounds like: stepping into a shadow in the Prime and stepping out into The Dim, or moving through The Dim via shadows as a transit medium. This is not simply disappearing into darkness; it requires genuine knowledge of the technique, and the technique has a learning curve with real consequences for errors. Practitioners who have mastered shadow leaps can use The Dim as a shortcut, moving through its geography to emerge from a shadow at a distant Prime location far faster than conventional travel allows.
Inhabitants
The Dim's permanent inhabitants fall into two broad categories: things that evolved here, and people who came from the Prime and stayed.
The plane's native creatures are adapted to lightlessness and the suppression of standard arcane energy. Shadow-forms (beings with no fixed physical substance, capable of moving through solid surfaces and operating in total darkness) are common throughout the plane. Carnivorous flora fill the ecological niche that predators fill in lit environments, having adapted to lure and consume rather than photosynthesize. Creatures that hunt by vibration, temperature differential, or senses that do not require light are the standard rather than the exception.
The mortal population, concentrated primarily in the City of Shadows and a handful of smaller settlements, arrived from the Prime over generations. They came for the safety the plane's remoteness offered, for the amplification of shadow and dark magic practice, or because they had no choice. Generations of living in The Dim have produced communities that are adapted in the way that communities adapt to any demanding environment: practically, unsentimental about the plane's dangers, and deeply suspicious of outsiders who don't understand what they've walked into.
Scale, Distance, and What Things Cost
The Dim is a full plane and most of it has never been walked. What follows covers the surveyed region around the City of Shadows, which is the only part of The Dim that any body of shared knowledge describes.
Distances from the City of Shadows
| Destination | Travel time on foot | Notes |
|---|---|---|
| The Well of Void | Centre of the city | The market square; everyone crosses it |
| Edge of the Carnivorous Forest | Half a day | The cleared perimeter is walked daily by the city's clearing crews |
| Through the Forest to open ground | 2 to 3 days | Nobody attempts this without a guide; the route changes as the treeline moves |
| The Cavern of Echoing Night | 2 days, then a descent | The descent is the dangerous half |
| The Tower of Shadows | 4 days | Visible from the city's high roofs on the second day out, which is the part travellers find difficult |
| Near edge of the Silent Plains | 6 days, past the Forest | Guides price the Plains separately from the Forest crossing |
| Across the Silent Plains | 8 to 11 days | The variance is the Thinning bleeding into the far side |
| First unreliable ground (the Thinning) | 9 to 14 days in any direction | Direction matters less than the Prime density above |
Distances hold in the Near Dim and stop holding as the Thinning begins. A guide quoting a firm number for anything past the Silent Plains is either inexperienced or lying.
The City
The City of Shadows holds somewhere between eight and eleven thousand permanent residents. Nobody has counted, the population is unusually mobile, and the city has reasons of its own for keeping the number vague. It can be crossed on foot in under two hours, corner to corner, if the crossing does not require going around the Well.
Costs
Prices in the City of Shadows are quoted in Flargons, because the currency arrives with the traders and no local alternative has displaced it. Everything to do with survival costs more than it would on the Prime, and everything to do with shadow costs less.
| Service or good | Price | Notes |
|---|---|---|
| Common room floor, one night | 3sf | Prime price is 1sf; the difference is the heating |
| Private room, one night | 9sf | Three times the Prime rate and considered fair |
| A meal | 6sf | Almost everything edible is imported or grown under lamps |
| Lamp oil, one flask | 12sf | The single most reliable seller in the city |
| Exit through a city portal installation | 8gf per head | The fee that funds the city's public works |
| Guide, Forest perimeter, per day | 15sf | The most common hire |
| Guide, through the Forest, per day | 40sf | Paid in advance, in full, without exception |
| Guide, Silent Plains crossing | 3gf flat | Includes the contact-signal protocol taught before departure |
| Guide, anywhere approaching the Thinning | Refused | Not a price. Guides do not take the work |
| Shadow silk, one bolt | 6gf | Sells on the Prime for four to six times this |
| Dark crystal, thumb-sized, unworked | 2gf | Cavern-harvested; the Cavern's reputation is priced in |
| A secret worth knowing | Negotiable, and never in coin | The city's actual economy |
An unskilled labourer on the Prime earns 1sf a day. In the City of Shadows the equivalent worker earns 4sf and is poorer, which tells a visitor most of what they need to understand about living here.
Role in the Cosmos
The Dim provides the Prime with its shadow in a literal cosmological sense: the dark counterpoint to a plane of light and life, the mirror that shows what the physical world looks like when vitality is removed from it. It is a reminder that the Prime's light and warmth are properties, not defaults, and that what exists without them is not nothing but something specific and distinct.
It also functions as a transit layer for shadow magic. The techniques that allow practitioners to move through shadows, to draw on darkness as a power source, to operate in lightless environments with unusual competence: all of these are drawing on the connection between the Prime's shadows and The Dim. Every shadow in the Prime is, in a minor sense, a point of contact with this plane.
Lord Nocturnus
The City of Shadows is ruled by Lord Nocturnus, the only figure in The Dim whose authority extends across the entire settlement and is not actively contested. He has governed the city for long enough that no living resident remembers a time before him, and records of how he came to power are incomplete in ways that suggest deliberate management of that history.
He is not native to The Dim. He was a practitioner of shadow magic who entered the plane voluntarily from the Prime, decades or centuries before the current age of the city. What he found in The Dim changed the direction of his practice: not by corrupting him in any dramatic sense, but by extending his understanding of shadow and darkness past any point his Prime-side contemporaries could follow. He did not return. He built instead.
His physical appearance shifts within a consistent range: always dark, always suggesting depth without providing it, always giving the impression that looking directly at him is not quite the same as seeing him. Whether this is a cultivated effect or a property he developed through long immersion in the plane is not clearly separable. He does not explain it, and the city's residents have stopped asking.
His authority in the City of Shadows rests on two foundations. The first is genuine competence: he understands The Dim more thoroughly than anyone else in the city, which makes him valuable even to those who would prefer not to be governed by him. The second is the Well of Void, which sits at the heart of the city under his control. The Well nullifies magical power within its proximity, a property Nocturnus uses as a check against the magical practitioners who make up most of the city's powerful population. Anyone who might challenge him by force would need to do so against a man who has spent more time in The Dim than any of them, in a city where his primary tool removes the magical advantages they might bring to bear.
He trades in secrets more than in goods. The city's information economy runs through him. Deals made in the City of Shadows are known across the planes to hold: not because Nocturnus is honorable in any abstract sense, but because the consequences of betraying an arrangement he has witnessed are consistent and well-documented.
His actual goals, beyond sustaining the city's function and his own position within it, are not known. He has been present long enough in The Dim that shorter-term mortal motivations (wealth, revenge, power for its own sake) seem insufficient to explain his continued investment in the place. Whether he is working toward something specific, or whether the city itself is the point, is a question the city's residents discuss and do not resolve.
Mortals in The Dim
Arrival
Deliberate travelers arrive through portals or shadow leaps and know what they are entering. Accidental arrivals, those who stepped through a rift without understanding what it was, do not. The rift arrival experience is disorienting: a step that should have led somewhere familiar instead leads into lightless, cold, wrong-shaped terrain that echoes the geography they just left without being it. These travelers are the most vulnerable, because the first challenge of The Dim is psychological (the wrongness of a familiar landscape made alien), and they face it without preparation.
Environmental Effects
The cold is the first thing. Not killing cold, but the cold of a place that has never been warm, that has no memory of warmth as a default condition. The second thing is the light, or the absence of it functioning properly. Torches and lanterns work but work less well than they should. Magical light sources flicker and dim. The shadows the available light casts are not always aligned with what casts them.
Arcane practitioners feel the suppression immediately: a resistance in their spellwork that isn't usually there, a sense that the magic is moving through something thicker than air. This is not dangerous on its own but it is startling the first time, and startling in The Dim has costs. Shadow and dark magic practitioners experience the opposite: an ease, an amplification, a sense that the plane is cooperating with them rather than ignoring them. This can be seductive in ways that experienced practitioners warn about.
Extended stays in The Dim produce a gradual desensitization to light. Travelers who spend weeks or months here find bright light increasingly uncomfortable upon return to the Prime, and some report a persistent preference for dim environments long after the physical adjustment has resolved.
Navigation and Survival
The mirror geography is the primary navigation tool. A traveler who knows the Prime well enough can orient in The Dim by the corresponding landmarks: a mountain range that matches one they know, a river course that follows the same valley. The correspondence isn't perfect, but it's reliable enough to be useful.
The carnivorous flora is the primary environmental hazard for travelers who stay on the surface. It does not pursue, but it lures and it is patient, and it is distributed throughout the less-settled regions of the plane. The standard survival knowledge for The Dim includes how to identify carnivorous plants by their lack of dead matter around their bases; everything they catch, they consume completely.
The City of Shadows is the only reliable resupply and information point in the plane. Reaching it, if that is the goal, requires navigating to the corresponding location on the Prime, a specific valley, and finding the city that exists in The Dim's version of that geography. It is not hidden. It is simply in a plane most travelers have never been to before.
Departure
Mages who created portals return through them. Shadow leap practitioners step back through any sufficiently substantial shadow. Travelers who arrived through rifts must find either a mage who can create an exit portal or a shadow leap practitioner willing to take them out, or they must locate and traverse one of the existing rifts from the inside, which is a navigational challenge because rifts that are large enough to walk through are not always in the same location as the Prime-side entry point.
The City of Shadows maintains a small number of permanent portal installations that provide exit for those who can pay the fee. This is one of the services that keeps the city commercially relevant to travelers who did not plan their arrival carefully.
Locations
The City of Shadows
The City of Shadows occupies a valley corresponding to a significant geographic feature in the Prime, built over generations into the most substantial permanent settlement in The Dim. Its streets are narrow and winding, lit by cold magical lanterns that cast long shadows without providing much illumination. The architecture is functional and dark, built for durability in a plane where the environment is consistently hostile and trade with the Prime requires structures that will last.
The city trades primarily in things The Dim produces and the Prime does not: shadow silk woven from compressed shadow-matter, dark crystals with properties tied to The Dim's energy suppression, alchemical components derived from the plane's unique flora. Secrets are the highest-value currency; information about the Prime brought here is valuable, and information about The Dim taken back to the Prime is more valuable still.
Lord Nocturnus rules from a structure in the city's center that is neither a palace nor a fortress but reads as both, depending on what the visitor needs to believe about it.
The Well of Void
The Well of Void sits at the center of the City of Shadows, in the square that functions as the city's primary gathering point. It is a deep, ancient pit (older than the city built around it, possibly older than any mortal settlement in The Dim) that emanates a persistent field of magic-nullifying energy. Magical effects brought within its proximity are suppressed regardless of their source or strength. Enchanted items become mundane objects. Active spells dissolve. A practitioner standing at the Well's edge finds their magic unreachable.
The radius of this effect is consistent enough to have been mapped and is publicly known. It runs to roughly two hundred paces from the pit's lip, and the boundary is marked on the ground with set grey stones that the city maintains. The city has organized itself around the Well rather than away from it; the neutralization zone it creates is one of the few places in the City of Shadows where magical conflicts cannot escalate, which makes it the preferred location for negotiations, markets, and public functions where the mix of powerful practitioners would otherwise be a liability.
Suppression inside the stones is temporary and complete. An enchanted blade carried across the market square is an ordinary blade for as long as it is in the square. A sustained spell ends and must be cast again. A practitioner feels their working go out of reach the way a limb goes numb. Everything returns on the walk back out, at the marked line, without loss. Newcomers are told this on arrival by whoever is escorting them, and are told it again, because the first crossing is alarming enough that people have drawn steel over it.
What goes into the pit does not come back. This is the distinction the city's residents consider obvious and visitors consistently fail to make. The suppression field is a radius. The Well is a hole in the middle of it. An item dropped over the lip is drained permanently, and the drain is not reversible by any working anyone in the city has been able to devise. Merchants who deal in enchanted goods will not cross the square with stock in hand, and the Well is the standing threat behind every serious negotiation conducted in its shadow: both parties know what is thirty feet away and what it would do to the thing they are arguing about.
Lord Nocturnus guards the Well's deeper properties: where the drained power goes, how deep the pit runs, what its origins are, and whether anything that has gone in has ever been recovered. These questions have been asked. The answers have not been provided.
The Carnivorous Forest
The Carnivorous Forest begins at the edge of the city's cleared perimeter and extends for miles in the direction corresponding to the Prime's densest woodland. The trees are not dead; they are active, adapted, and patient. Their methods of attracting prey involve bioluminescent flowers that provide the only warm-toned light visible in The Dim, sweet chemical scents that trigger comfort responses in biological creatures, and surfaces textured in ways that are difficult to distinguish from solid ground until they close.
The Forest is the primary reason the City of Shadows maintains its cleared perimeter with vigilance. The treeline advances if not actively managed, and the city's outer neighborhoods have been reclaimed from encroachment more than once. Experienced guides who know the Forest's current boundaries are among the most reliably employed people in the city.
The Forest also produces several of the alchemical components The Dim uniquely offers, which means people go into it deliberately. The guides who take them are not cheap and are not apologetic about their rates.
The Tower of Shadows
The Tower stands at a distance from the City of Shadows that makes it visible from the city's higher buildings but not reachable in a short journey. Its origins are not documented in any record the city maintains; it predates the settlement, predates the oldest structures the city incorporated, possibly predates mortal habitation of The Dim in its current form.
It appears to absorb rather than reflect the available light around it, making it a slightly darker shape against a dark sky. Travelers who have reached it report a structure of indeterminate floors, rooms that do not correspond to the exterior dimensions, and stairways that do not consistently connect to the same levels on successive ascents. Some report finding what appear to be active workspaces (materials recently used, notes in no recognizable language, equipment of unclear purpose) despite no evidence of ongoing occupation.
The Tower is understood by the city's residents as a place that produces difficult outcomes for those who investigate it thoroughly. This has not stopped people from investigating. It has accurately predicted the outcomes.
The Cavern of Echoing Night
Below the surface of The Dim's terrain lies a vast network of caverns, and the deepest accessible section is the Cavern of Echoing Night, a chamber system whose walls are lined with black crystals and dark mirrors that do not reflect light normally. They amplify it in the wrong directions, creating an environment where the sparse light available in The Dim bounces and redirects unpredictably, producing a landscape of moving illumination and deep shadow that shifts as the observer moves.
The crystals have two properties that make the Cavern sought after and dangerous simultaneously. They amplify shadow magic to a significant degree; practitioners who work in the Cavern can achieve effects here that would require considerably more effort elsewhere in The Dim. They also provide cover for the creatures that have adapted to hunt in the Cavern's specific optical environment, which have evolved to exploit the disorientation the moving light creates.
Expeditions to the Cavern for crystal harvesting or magical practice are regular enough that the city has a rough body of knowledge about which chambers are currently claimed by which predators, and which routes avoid the worst of them. This knowledge is updated informally and frequently enough that old information is often actively dangerous.
The Silent Plains
Beyond the Forest, in the region corresponding to open grassland on the Prime, lie the Silent Plains, an expanse of ash-grey ground where sound does not carry normally. Not muffled: simply absent. A shout on the Silent Plains reaches three feet and then does not continue. Footsteps produce no sound at all. Wind moves through the Plains without sound.
The Plains are not uninhabited. They are home to creatures that evolved in the absence of acoustic information and hunt by other means entirely: vibration, thermal signature, chemical trace. These creatures have no acoustic camouflage because they never needed it, which makes them difficult for hearing-adapted travelers to process correctly: they are large enough to be visible but sound like nothing at all, which triggers the wrong threat assessment in a biological system that correlates size and sound.
The Plains are crossed by travelers who need to reach regions beyond them and who prefer the direct route to the longer path around. The guides who cross the Plains regularly have developed protocols for the specific hazards of a landscape where communication between members of a group requires physical contact.
Current Tensions
Three things are happening in The Dim at present that a traveller would hear about within a day of arriving in the city.
The treeline is winning. The Carnivorous Forest has advanced on the city's western perimeter for six consecutive seasons, which has not happened in living memory. The clearing crews are working longer for less ground. The city's position is that this is a staffing problem. The guides' position is that the Forest is responding to something and that nobody has asked what.
Rift traffic is up. More accidental arrivals have come through in the past two years than in the ten before them, and they are arriving from a wider spread of Prime locations. The city profits from this, since every stranded traveller eventually buys an exit at 8gf. It has also strained the city's tolerance, because most arrivals bring nothing, know nothing, and require feeding.
Nocturnus has not been seen in four months. This is not unprecedented and the city's functions continue without interruption, which some residents find reassuring and others find considerably worse than his absence.
Adventure Hooks
- A party crosses the Well's marked stones for the first time and one of them keeps walking, still arguing, toward the pit with a borrowed enchanted item in hand. The owner is watching. The city is watching. Nobody moves fast enough on stone that swallows sound.
- Someone in the City of Shadows is buying accounts of the Deep Dim and paying in exit passage rather than coin. The accounts do not agree with each other. The buyer knows this and keeps buying, which suggests they are looking for the one detail that repeats.
- A Prime-side merchant house has hired the party to recover a consignment of shadow silk that never arrived. The caravan's route is known, the guide who led it is back in the city and drinking, and his account of what happened puts the caravan four days further out than any guide would have taken it.
- The Forest has closed over a stretch of the western perimeter that contained a rift the city had been using for cheap unlicensed exits. The people who relied on it want it back. The people who sell licensed exits at 8gf a head do not.
- A shadow leap practitioner offers the party fast passage across the Prime through the Dim as a shortcut. The route is real and the saving is enormous. It also passes within a day of the Thinning, and the practitioner has made the crossing eleven times and will explain, at length and unprompted, why the twelfth is not different.
- Something in the Tower of Shadows has begun keeping regular hours. The workspaces that always looked recently used now change between visits in ways that suggest a schedule. The city's position is that nobody should go and look. Three parties have gone to look.
- A traveller arrives through a rift claiming to have come from the City of Shadows, which they left that morning. The city has no record of them, the rift they describe does not exist, and their account of the streets is accurate for a version of the city that predates its oldest standing buildings.