A world forged across forty years of storytelling.
By Callum Ashvane
The Geometry of Scars
Coming of the Lines · Book One · Available Now
Read It Now on AmazonMazariim is a world where gods formed from clouds of mana like stars from clouds of gas. Where ley-lines once carried healing energy across continents before being shattered in a war between dragons. Where the mortal races, having banded together to save their world from annihilation, now watch old alliances fray as new tensions rise. Built over a decade of tabletop role-playing campaigns and shaped by more than twenty players, Mazariim is the foundation for an expanding library of epic fantasy novels, beginning with the Coming of the Lines series.
Coming of the Lines
The rediscovery of ley-lines, the ancient channels of magical energy that once connected civilizations across continents. Destroyed in a catastrophic war over seven thousand years ago, the network left only scars in the earth: invisible to all but a gifted few, forgotten by most, and coveted by those who would twist ancient power to dark ends.
Coming of the Lines · Book One
Three scholars. One ancient secret. A race against those who would twist it into a weapon.
For forty years, Sevan Miros has seen what no one else can: faint scars burned into the earth, remnants of a magical network destroyed seven thousand years ago. His maps fill the sealed archives of the Library of the Ages. No one has ever believed them.
Then an ancient tome arrives from a ruined continent, and its diagrams match his maps exactly.
Joined by Vaelith Syrren, an elven mage whose brilliant ley-line theories have never been tested, and Tobias Windrake, a gnomish spy tracking a death cult through the same ruins they must explore, Sevan embarks on an expedition into the buried vaults of a fallen mageocracy, through a tower haunted by a wraith who was once the world's greatest ley-line scholar, and beyond a portal to the shattered temples of the civilization that built the original network.
What they find could reshape the future of magic itself. But a Zebulban cult is hunting the same knowledge, and they intend to corrupt it into something far darker.
Coming of the Lines · Book Two
Eight hundred years ago, the world was saved by a single sword stroke. In another reality, that stroke was blocked.
When a wandering elf, a gnomish wizard, and a Sabonaar swordsman clear an orc-infested keep on the desolate Steppes of Broken Stone, they expect nothing more than a mercenary payday. What they find beneath the ruins is a machine built by a dead wizard — a machine that shows them a world where the orcs won.
A world where elves were exterminated. Where humans were bred into slavery across thirty generations. Where dwarves were twisted into biomantic war machines. Where the gods themselves were hunted across the planes and destroyed, one by one, by a general who earned the title Godslayer through personal combat with the divine.
Now joined by a half-mad planar traveler who speaks to things that aren't there and a green dragon masquerading as a small elven girl with a dangerous smile, they must carry what they've learned to a world that doesn't want to believe it — while the civilization on the other side of reality, disciplined, technologically superior, and undefeated across eleven conquered worlds, has already noticed them.
Coming of the Lines · Book Three
To fight what's coming, they must first walk among it. They crossed into the world where the orcs won. What they found was worse than they imagined. The enemy is not savage. The enemy is civilized. That is what makes it terrifying.
The heroes cross into the reality where the orcs won. What they find is not the savage wasteland they expected. It is clean, orderly, technologically advanced, and built on the systematic subjugation of every race that once called this world home. The civilization on the other side is not merely dangerous. It is efficient.
In the mountains above the conquered world, something ancient has been hiding for eight hundred years. It remembers everything. The war. The gods dying. The silence that followed. It will share what it knows, but nothing in this world comes free. Meanwhile, a general who has not felt purpose in centuries begins to feel it again. Mazariim has been found. Plans are drawn. Forces are gathered. He will lead this one personally.
The heroes return home with the truth. No one wants to believe them. Then the enemy arrives on their soil, and belief becomes irrelevant.
Awakenings
The cosmological history of Mazariim, told through mortal eyes. Each book is a standalone novel set in a different era, following ordinary people whose lives collide with the divine. From prehistoric fire-keepers witnessing the first stirrings of elemental gods to scholars watching ancient faiths crumble beneath the weight of new ones, the Awakenings series spans twenty-four thousand years of myth, worship, and transformation — one mortal experience at a time.
Awakenings · Book One
Before the gods had names, mortals gave them reason to listen.
In the time before history, the first consciousness watches from the void between galaxies as elemental forces stir across a young world. Fire discovers renewal in the heart of volcanic ridges. Stone discovers patience in the deep roots of mountains. The wild discovers joy in the endless cycle of hunter and hunted. They are not yet gods. They are phenomena — vast, ancient, and only dimly aware that small creatures have begun to pay attention.
On a volcanic coast, a fire-keeper tends sacred flames that have begun to answer his voice — while a gaunt preacher offers grieving families a way to keep their dead close, and the fire beneath the earth grows cold. In the mountains, a young dwarf leads her team to a forbidden peak rich with iron, where the stone shifts when no one watches and the darkness carves spirals into the minds of those who cut too deep. On the endless grasslands, an aging hunter watches the great herds vanish into bone-fields left by a warlord who worships slaughter itself.
Three lives. Three corners of an unnamed world. And above it all, something older than any of them watches from the space between stars — patient and silent, waiting to see what worship will make of the forces it has observed since before the first ocean cooled.
Mazariim is a world of deep time and fragile peace. Its gods are not omnipotent beings handing down commandments. They are magical consciousnesses, formed from clouds of mana the way stars coalesce from clouds of gas, powerful and ancient but neither infallible nor invulnerable. Some awakened from the fabric of reality itself. Others arrived from distant universes, carried through dimensional rifts by catastrophe or ambition. The oldest has been watching since before anything else existed.
The universe they inhabit is vast and strange. Dozens of extradimensional planes drift through an Astral Sea, each with its own nature and laws: planes of elemental fire and crushing earth, realms of celestial order and abyssal chaos, domains built by gods to house the faithful or punish the damned, and stranger places still where geometry bends and time runs sideways. Beyond these, nested within the same cosmic architecture, lie alternate material planes, worlds that share the bones of Mazariim but where history took a different turn. Some diverged at a single decision, a war won instead of lost, a god who woke a century earlier. Others are barely recognizable, places where the fundamental forces settled into different patterns and even physics works by unfamiliar rules. The barriers between these worlds are real but not absolute. Things cross over. Things leak through. Rifts open, sometimes by accident, sometimes by design, and what comes through does not always go back.
On the material plane most of these stories call home, the continent of Nigal is home to the Inner Kingdoms, a confederation of human nations bound together by the Federation of Man. Elves, dwarves, gnomes, and halflings share this land, their cultures shaped by millennia of coexistence, conflict, and the memory of a war that nearly destroyed everything. Eight centuries ago, the mortal races banded together against annihilation. They won. But time has passed, old alliances have frayed, and the tensions that unity once held in check are rising again.
Beneath it all, invisible to almost everyone, the scars of an ancient magical network trace geometric patterns across the earth. Ley-lines once carried healing energy between the cities of a civilization that mastered magic before any nation on Nigal existed. That civilization fell. The lines died. But the scars remain, waiting for someone to understand what they were and what they might become again.
This is the world the novels explore. This is the world the RPG materials invite you to inhabit. It is large enough for many stories, and it is still growing.
Free lore documents for readers and game masters. New materials are added regularly.
The complete campaign setting guide. Nations, gods, history, magic, ley-lines, and everything a reader or game master needs to explore the world. System-neutral.
The Inner Kingdoms, their cities, governments, ruins, organizations, and the deeper mysteries of gods, magic, and ley-lines. Expands everything in the Gazetteer. Contains spoilers.
More materials are in development. Check back regularly for new additions.
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