One kind of cool thing that may result from magic in some worlds is "alien geometry", or to be more descriptive, things like rooms or caves that are bigger on the inside (or smaller!), or doors that lead back into the same room, and so on. These videos have some examples:
https://www.youtube.com/watch?v=kEB11PQ9Eo8https://www.youtube.com/watch?v=_xFbRecjKQAYou could imagine for instance:
1. A forest coated in perpetual fog, where once you enter you can't get back out again (unless you strike a deal with one of the local faeries to help you get out) because everywhere you turn you end up somewhere else deep in the forest. Bonus points if the fog and weird dimensional stuff is expanding and threatens to consume the continent in this cursed forest.
2. An ancient fortress full of strange apparitions, where you are able to make 7 right turns in a row yet still be entering new rooms each time, or fall through a trapdoor into an incredibly deep pit, but you look up and can simply climb back out a couple of meters (and it may or may not be the same place you fell from!).
3. A tower that looks fairly normal, but if you go inside and start climbing it's literally infinitely tall, and the room at the top can only be reached through its window or via teleportation (can never be reached from the staircase).
4. A really long underground tunnel from the outside, but it's only a few steps long when you go inside (ie it's shorter on the inside).
5. Chests that are far larger inside than out (maybe leading inside a mysterious large building that can't be found anywhere in the world except the chest), or perhaps even lead out of other chests if you climb in (for this to work, obviously climbing into a chest/container would need to be an action one can do).
Prime candidates for this sort of thing would be structures (or locations) made by eldritch/demonic/divine forces, or that are under the influence of such otherworldly beings (or some powerful artifact), or were the epicenter of some magical disaster/accident that may have damaged the fabric of space itself.
This feature would
mostly be noticeable in adventure mode, but fort mode would be affected as well when magical disasters occur or reality warping forces/beings start to affect the fort, or if you embark in a region that is already affected, or when remotely viewing raids that occur in such a location (as remote-viewing this stuff is a planned feature).
On a programming level this would be implemented more or less way it is in other games; basically just portals (which are already a planned feature), which would be either leading to other places in the normal worldmap (usually nearby/in the same general location) resulting in weird spatial topology, or to special "pocket dimensions" that may be visually based on/look like the general area they were made from.
But what separates this from "normal" portals, is that rather than having obvious tells/visual effects (like glowing flashy borders or just being solid colors with lightning and stuff), they are seamless, to preserve the illusion properly of it being "weird space" rather than just portals. Also the end location usually (but not always) looks like it "fits in" as part of the locale.
The space that you will reach upon passing through is what should be rendered on the other side, rather than what is *actually* there according to the game engine; for instance, you don't want to be seeing a given room through the weird doorway and then be visually "teleported" to somewhere else, you want to walk in and have it feel seamless, like that's really where it leads topologically speaking. Unfortunately, for many reasons, this kind of rendering will be... Awkward to resolve, outside of adventure mode [1].
Such portals would need to be placed carefully so that you can't see the edges easily (if you can see the "real" room just around the side of the portal this kind of exposes the trick); doorways or corridors or cave entrances, or really any opening with solid edges/walls around it, are the best places to put these things. On the sides of solid walls may also be a decent location for them.
If a piece of the "wall" is mined out, it may be necessary to stretch out/change the shape and size of the portal, because with normal portals having their "gateway" damaged it makes sense to break or disable it (or just have the portal float there in midair), but we're trying to hide that it's a portal.
[1] The problem with fort mode is, say there are 2 doors on top of each other, one of which leads to a normal room, and the other to a large cave somewhere far away; you move up and down between the z-levels; what do you see behind each door during this change? How do you move the frame of reference to the cave so you can move up and down in there?
And how can you see what was actually originally behind the door? Like if you originally built your stockpile room there for instance, but then magical disaster struck and now the door leads dwarves to the caverns instead; how do you actually view the stockpile room itself, given that the game engine probably still considers it to be in the same place, just inaccessible
from that angle?
For that matter, take a simple "bigger on the inside" room; say you have a large, open room, with a 3x3 column in the middle, and inside it leads somewhere way larger; how could you possibly render this? The space is already taken up by the normal room. Perhaps holes in the ground that lead elsewhere could be rendered, but anything on 1 z-level/horizontal wouldn't really work smoothly with fort mode because you see the entire level and have no real way to change your "perspective" (fixed top-down graphics really aren't ideal for this kind of thing).
In comparison, adventure mode makes this way easier because of the "fog of war" and limited field of view hiding most of the world, so you explore the cave by going in there, and you have to find the stockpile room by walking into it, and the central column room would render based on your field of view.