12 Worlds Dragonscape
The 12 Worlds are a funny place. Things aren’t as far removed from the reality we know as they are in, say, Terry Pratchitt’s Discworld setting, but they do have their odd quirks.
To start with, the 12 Worlds do have a true numbering scheme. The number 12 is most significant, but 20, 4, 5, and 30 crop up in various places as well. This is because the basic “form” of creation within the 12 worlds is a dodecahedron, with each of the 12 worlds at the center of one of the planes.
The physical worlds are not spherical (or even roughly spherical, as is our Earth), but instead are icosahedral. For those not familiar with the platonic solids, an icosahedron is a d20 and a dodecahedron is a d12. Each of the faces of the icosahedron has a very slight “bulge” to it, on average a rise in elevation of roughly 1,000 ft., which eases the transitions between faces. Each face is an equilateral triangle roughly 625 miles to a side, and the transition zone between faces extends roughly 10 miles into each edge. The 12 vertices are natural high points, and highly prized as sites for strongholds and fortresses. Creatures within the 12 worlds are used to transitioning between faces seamlessly, and take that into account with innate ease.
Each of the twelve vertices corresponds to one of the twelve worlds, and are the points of connection to those worlds. Massive facilities have been constructed at the relevant vertices, although the Church sealed this method of travel thousands of years ago (at the start of the current calendar reckoning), and most creatures (including those of the long-lived races, such as dragons) have forgotten what purpose these fortresses initially served. At the vertex representing its own world sits the largest of these installations, dedicated to inbound travel. Each of five other vertices also houses a facility, dedicated to outbound travel to the corresponding world. The pattern of travel mimics following the edges of the metaphysical dodecahedron, such that the travel is not from “adjacent” worlds but instead to any of the five worlds that are neither adjacent nor opposite.
There is a specific roadmap that connects each of the 12 worlds to five others, and which world is associated with which vertex.
- Shestee – connects to Edinsett, Vij, Shetaq, Vesdet, and Zwahl.
- Stet – connects to Edinsett, Osem, Bit, Vesdet, and Zayen.
- Edinsett – connects to Shestee, Stet, Osem, Vij, and Vesdet.
- Dree – connects to Osem, Bit, Eydin, Zwahl, and Zayen.
- Osem – connects to Stet, Edinsett, Dree, Vij, Zayen.
- Bit – connects to Stet, Shetaq, Vesdet, Eydin, and Zayen.
- Vij – connects to Shestee, Edinsett, Dree, Osem, and Zwahl.
- Shetaq – connects to Shestee, Bit, Vesdet, Eydin, and Zwahl.
- Vesdet – connects to Shestee, Stet, Edinsett, Bit, and Shetaq.
- Eydin – connects to Dree, Bit, Shetaq, Zwahl, and Zayen.
- Zwahl – connects to Shestee, Dree, Vij, Shetaq, and Eydin.
- Zayen – connects to Stet, Dree, Osem, Bit, and Eydin.
While each world is distinct to itself, they share the two moons (and their phases), the larger of which (named Unuagrada, abbreviated to Una) dictates the calendar shared by all 12 worlds. That moon has a 30-day lunar cycle, whereas the smaller moon (named Gimnazio, abbreviated Gim) has a 23-day lunar cycle. The calendar used by the Church across all the worlds starts on Jenuera 1st year 1 CR (church reckoning) with both moons new.
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