The God-Planets of Tibil
When Ruha helped Ptahil to create the crystal sphere of Tibil, she infused her power into the celestial bodies of the world. Thus, the celestial bodies in the skies of Tibil became giant living beings known as genius loci. Tibilian astronomers recognize seven of them—the great sun Shamish, Nirig, Libat, Nbu, Bil, Sin and Kiwan. Of course, Shamish isn’t a planet in the common sense of the world, and its sentience is disputed, but all theseaothers are true planets.

Genius loci are typically near-mindless spirits. Graybeards have worked out that they can take control of one host and use its intelligence and abilities to communicate with the world. For the God-Planets this is true as well, but due to their sheer size, their intelligence is much greater than their thralls are capable of expressing. In fact, these genius loci have enough spiritual power to grant spells, influence bloodlines and enter pacts with witches and warlocks. The God-Planets are generally considered by Tibilians and uthras alike to be malevolent and serving Ruha. What to do about them is a different question—it would take a planetary-sized army to even scratch one of these monsters.
Shamish

At the centre of all is Shamish, the sun of the realm. Shamish is a red dwarf star which exhibits constant unpredictable ebbs and flows of energy. No creatures live on this star permanently, although aurora dragons and radiant quasielementals do sometimes pay a visit. Shamish is said to hold multiple portals and vortices which lead to Mount Celestia, Bytopia, Radiance, Fire and likely to other planes too, through which uthras and other monsters visit the system. This is why the sun is viewed with both gratitude and fear by the inhabitants of Tibil. Some even worship Shamish, receiving low-level spells, which may or may not imply that the burning world is alive in some capacity.
Nirig

God-Planet of dark fire and violence [It/Its]
The bloody-red planet Nirig is the herald of war and brutality. After the planet bonded with a war-loving efreet, its connection with Ruha manifested as bloodlust. Nirig does everything to make the war on its surface everlasting, and grants its blessings to those perpetuating conflict elsewhere. Mages of the Southern Union call upon Nirig to unleash fire and ice onto their foes, and star-wizards use its movements to predict good opportunities for an ambush or a quick strike.
DESCRIPTION: Nirig is the smallest and closest planet to Shamish and as such it is very slow to turn on its axis. This results in one of its sides facing the sun for many years at a time, while another face spends that time in darkness. This means that one half of Nirig is a melting hellscape of incredible heat and the other is a freezing wasteland. Only a small—and constantly moving—strip of land is cool enough to be survivable for most normal fleshy creatures. Unsurprisingly, the entire planet is a blasted gravel-strewn desert with no sign of water except for ice in some deep polar craters, and no plant life. Solar storms that collide with chaotic flows of cosmic magic give birth to strange and dangerous tornadoes of flame and radiation. And if all of that wasn’t enough, Nirig is constantly shaken by devastating earthquakes that leave titanic fissures and scars across its surface.
THRALLS: Unusually, Nirig has two simultaneous thralls, whom it commands to lead armies in continuous battle against each other. The first of them is Tarfan, who used to be an efreet, until he was exiled from the Elemental Planes for some failure or imagined slight against the Sulta. He found his way on this planet that closely resembled the conditions he was used to in the Great Inferno—only to instantly succumb to its mind control. Centuries of exposure to radiation have warped Tarfan, turning him into what genies call suayik—a bestial creature of poisoned wildfire. Now he has lost his individuality almost completely and is obsessed with waging war against Yaqip. Yaqip is a qorrash—a genie from the Para-Elemental Plane of Ice. He is more reserved than Tarfan—but that isn’t saying much. The frost genie dwells somewhere on the poles, where the bottom of the deep craters is never touched by sun rays, and the ice never melts. Most of the time he spends sleeping in deep caverns, carved into the ice—likely because Nirig has trouble controlling both genies at the same time. When he’s awake, Yaqip is preoccupied with barking orders at his subordinates, frequently flying into murderous rage. Whatever vestiges remain from the original genies each desires to destroy the other, but due to drastic temperature differences in their abodes (and Nirig’s interference) they haven’t been successful, and instead they wage war by proxy through their minions.
LOCALS: Vortices open on Nirig every once in a while, and both fire and ice elemental creatures pour out from the Inner Planes. Tarfan and Yaqip use their power to conscript whoever they can into their armies. Tarfan’s armies include fire minions, salamanders, firenewts, flamelings, fire drakes and flame swallows, while Yaqip commands ice toads, frost salamanders, blizzard wolves, snowfuries and even a white dragon. The two armies constantly change their positions to follow, or escape, the rising sun. None of them has any genuine motive to keep fighting, if you don’t count needing to eat one another, but the inherent hatred between two elements and the orders of the genies keep them at each other’s throats.
Libat

God-Planet of love and reproduction [She/Her]
The genius loci of Libat is obsessed with desire. She believes itself to be the vessel for Ruha and tries to bring romantic feelings to all creatures through whatever magic she can. Tibilians consider her to be absolutely barmy—and deservedly so—but every once in a while some hopeless sod invokes her to charm their beloved. Of course, the barmy god-planet doesn’t concern herself with the consent or desires of the other side. Relationships built with Libat’s “help” rarely end well. Is it so surprising that among all planets Libat is the only one who doesn’t have a religion under her wing?
DESCRIPTION: The second planet from Shamish, Libat is a choking hellscape with a thick atmosphere of sulfuric fumes that rains acid down continuously on the fields of pumice. In fact, this atmosphere is so dense that on the planet’s surface it almost becomes liquid. Most mortal creatures would be crushed by this weight, and their corpses corroded to slime in minutes. The source of this gaseous anvil are the many volcanoes that pucker the landscape, belching fumarole and lava. The proximity to the sun and intense volcanism also make Libat hellishly hot, so only creatures with protections from the extreme environment can hope to survive.
THRALL: The succubus called Zamriel was dispatched to Libat to destroy an obyrith colony that once laired here. She has almost succeeded, but not before falling prey to the genius loci. The tanar’ri’s lustful nature together with Libat’s innate affinity for ‘love’ made quite a heady mix of barminess. Zamriel dwells within an obsidian palace. It is almost empty, but covered by magical wards that make the heat and poison bearable enough, for a tanar’ri at least. In the central room among half-decayed rugs and pillows Zamriel (or whatever shell is left of her consciousness) engages in endless orgies with all manner of fiends, drugged on the hallucinatory mists of Libat. Only sometimes does she undertake ‘business trips’ to Tibil, where she recruits or outright kidnaps mortals who catch her fancy. This may sound enticing, until you realise these berks are very quickly drained of their energy, even before they can die of thirst and hunger. This isn’t to say Libat is completely consumed by roleplaying her outrageous dreams. She has been an invaluable ally to Zartai-Zartanai, a rogue akvan div, who is also her lover. Zartai-Zartanai seeks to undermine the order and beauty on Tibil and does so by sending disguised divs and ghuls. These monsters are granted powerful enchanting magic by Libat, which makes them even better at manipulation. It isn’t clear what Libat has to gain from this alliance, but those who know better don’t think she’s actually attached to Zartai-Zartanai. It’s more likely that the planet hates the religious institutions of Tibil, which look upon free love with great disdain. So employing creatures, whose whole reason for existence is destroying such institutions, seems only logical.
LOCALS: The original inhabitants of the planet are various oozes, who thrive in the acidic environment. Those oozes are adapted to the high pressure, heat and acid and are virtually unknown elsewhere in the crystal sphere. Xac-yij energons are relativelycommon here too. Obyriths and qlippoths of certain varieties also lurk in caves and volcanic fissures, where they wallow in their hatred towards uthras. However, most of those fiends are hunted down by the tanar’ri, who have swarmed the place due to Zamriel’s infamy. One’d might wonder how this place hasn’t slid over into the Abyss yet. Perhaps, this is due to the influence of the divs who also inhabit the place and would Have Opinions about that sort of thing. Finally, chant goes that hidden in a mist-choked valley there’s one of the few places in the whole crystal sphere where the border between the Feywild and the Prime is thin. If that’s true, then the kinds of fey folk that might arise in such a cursed place would be truly grotesque.
Nbu

God-Planet of knowledge and magic [It/Its]
Among all of the God-Planets, Nbu is the most active. Its associated with knowledge, and it knows the dark on all kinds of things way beyond the Tibilian sphere. Unlike the other planets, Nbu is inhabitable and in some ways nicer than Tibil. But it also holds many secrets of its own, and actively observes any activity on its surface. Nbu has its own plans for greatness—it knows that it’s possible for a being to ascend to become a power, and that worship is what’s needed for this to occur. So, it formulated a plan to establish a cult on Tibil—and then to move somewhere else and escape the damned sphere. Of course, the native religions wouldn’t tolerate such worship, but Nbu is nothing if not patient. It has already established its place as a herald and a sacred star of Hayyi Rabbi among the people of the Boreal Empire, and is slowly working towards expanding the influence of the Empire, and thus its own influence.
DESCRIPTION: Due to being closer to Shamish, Nbu is warmer than Tibil, but much colder than Libat and Nirig. You might think that’d mean it’s more susceptible to bursts of radiation, but you’d be surprised. Nbu is protected by a magical field that keeps the radiation out and helps retain heat. This barrier allows creatures and objects to pass freely through it, although any intruders must beware—due to how it reflects and rebounds the harmful light, anyone who approaches it from the sun’s side risks getting showered in radiation. The side effect of the magic field makes for some beautiful views, as auroras cascade from the skies throughout the night, and even some days.
The protective field isn’t a natural feature of the planet, but is actually generated by two giant ziggurats, one situated on each poles of the planet. Judging by their looks, they were built by and for giants—perhaps the same cutters that inhabited once Tibil. It’s even possible that some of these giants are still alive, somewhere. Many other ruins litter the planet, both of giantish design and even older, more sinister origin. Some of them may be obyrith-tainted or tied to even more occult creatures like elder things or draeden. Geologically, the planet Nbu is tectonically active and consists of thousands of islands, archipelagos, mountain ranges and volcanoes dotted around in the shallow, reddish ocean. In each of the cooler polar regions there is a large continent. Plants of Nbu are often dark red in colour, which is one of the reasons why it’s called the Bloody Planet. There are dense tropical forests and lush crimson meadows near the poles, inhabited by strange wildlife.

THRALL: The mala’kin herder Mshisha is a curious example, even among genius loci thralls. He’s a member of an obscure race of fiends rarely encountered outside the Outer Planes. Mala’kins serve Malar, the power of beasts, but this one seems to have either turned stag or taken over by Nbu. Normally, genius loci are influenced by their thralls, but this doesn’t seem to be true for Nbu, at least to an outside observer. Mshisha serves as a mouthpiece for the planet—in the days gone by he’d assume human disguise and visit Tibil masquerading as a prophet of Hayyi Rabbi, subverting the faith of the Northerners. Today he lives in the World of Darkness—which is also strange. By all accounts, Nbu shouldn’t be able to control his thrall while they’re on two different planes. Perhaps Mshisha serves him willingly—although that seems unlikely—or perhaps Nbu has some means of travelling between planes. Some Hinterlands explorers do claim they’ve seen strange planets hanging in the sky out there. Perhaps Nbu was one of them?
LOCALS: The primary inhabitans of Nbu are the sfar, colloquially known as bookmen. These strange humanoids have paper-like folded inscribed skin under their leather garments. The words on a sfar’s skin aren’t written—they appear all by themselves, detailing important moments in the each bookman’s life. While others have a hard time deciphering these inscriptions even with magical aid, sfar themselves can instantly know the name, personality, social standing and occupation of another sfar they are dealing with. This is one of the reasons why sfar as a society stray towards law. They have a complex class system, with wizard-kings on top of it all. Sfar wizards can use their own skin as spell scrolls, which makes them formidable opponents. Despite their name, wizard-kings do not hold absolute power, but act as final arbiters on parliamentary decisions of the council of other high-ranked wizards. Wizard-kings serve for no more than fifty years, after which Nbu demands from them one final service—to walk through the Mercurial Maze. This is a convoluted path of shifting tunnels and mountain passes, which is even thought to extend to other planes. While it may appear natural, Nbu has created the maze itself and controls it fully. Chant goes that cutters who’ve successfully traversed the Maze are drawn into the core of Nbu, where they are granted incredible powers. More sceptical Tibilians assume the planet just devours them and adds their power and knowledge to its own. Since magic is so well-understood on Nbu, manual labour is often performed by golems, homunculi and other constructs, which are almost more numerous than other sapient creatures. Aside from sfar those creatures include a number of loyal humans and a few keepers—strange humanoid beings of unknown origins, who travel the planes to collect secrets. Finally, aquatic, mountainous and forest monsters dwell in the unexplored corners of Nbu, although it’s not thought any of them are particularly powerful or dangerous.
Tibil
The next planet in the system is Tibil, which is explored separately here.
Bil

God-Planet of rulership and thunderstorms [He/Its]
Large enough to appear in the skies of Tibil as a reddish brown disk on clear nights, Bil is a gas giant planet, dwarfing every other in his system. In Tibilian astrology it is associated with leadership and was worshipped by ancient civilisations as a the chief god (to the great dismay of the other God-Planets). While nowadays such pagan beliefs are frowned upon, Bil is still seen as a good omen and a symbol of prosperity, fertility and masculinity by the desert-dwellers of Tibil. The reason for this is clear—Bil is visible in the sky during the rainy season. Northerners, who rely on the rain less, view the gas giant less favourably, with some prophecies even claiming that at some point in the future he’ll swallow up the rest of the planets, bringing about the end of Tibil altogether.
Bil is not as obviously active as Nbu, Sin or Libat, which leads some cutters to believe it isn’t sentient at all. This is a mistake though—Bil is just as interested in making Tibilans respect him as the other planets. In fact, he is locked in a state of cold war with Nbu. Both planets try to undermine each other in the minds of people, and while the giant isn’t as knowledgeable, he makes up for it by being patient and conniving in the most incomprehensible ways. It’s possible that Bil can even control the weather on Tibil to some extent (he can of course do so with his own atmosphere), and this really makes a berk wonder what else he might be planning.
DESCRIPTION: Bil is the fifth planet, located between Tibil and Sin, which by all means should make it pretty cold. However, since the planet is a gas giant, it has multiple layers of increasing temperature and pressure. While the outermost layer is indeed cold, closer in to the core of the planet the pressure creates rampant heat. The core itself is completely uncharted due to the extreme pressure and heat, but the chant goes some of the forces there are so strong, they forge can air itself into magical metal. The atmosphere of Bil isn’t pleasant, and poses several kinds of dangers to mortals. Its upper layers are breathable thanks to the ether that fills the whole crystal sphere. However, the lower atmosphere is full of toxic ammonia and explosive hydrogen, so bringing a no breath spell is advised. The few non-elementals, who inhabit Bil dwell in the middle of the gaseous layer, but here they have another problem to contend with. Hurricanes of incredible power and speed—and a much larger size than those on the earth-type planets, constantly blow throughout theatmosphere, accompanied by titanic thunderstorms and dazzling auroras. Elemental vortices abound, while places of solid ground are all artificial and vanishingly rare.
Bil has dozens of moons, but they are all tiny, barely reaching ten miles in diameter and can’t be observed from Tibil. Some of them are rumoured to be enormous earth elementals, though it’s unclear how they ended up in the void of space. The moons of Tibil have tiny caves that are often inhabited too.
THRALL: Zamur is an air elemental of the monolith class. This means it is smaller and weaker than the primordial elementals, but stronger than elder one elementals. As is typical for elementals, Zamur doesn’t demonstrate the full scope of its intelligence, so it is difficult to judge how influential it was for Bil’s personality. It is likely that the being is merely a mouthpiece for the god-planet.
LOCALS: Elementals and kin of Air, Lightning, Smoke and composite elements are the most numerous creatures here. This includes powerful beings such as thunderworms, storm lords, elder elementals and tempests. Many of them appear to heed Bil’s commands, which provides further evidence the planet’s lordship over elementals. Giant jellyfish creatures known as baratha, grells and smaller beholder-kin float in the airy environment as well, constantly migrating to avoid the harshest of winds. Chant goes there’s an entire city full of these creatures that rides on the winds, but it is disguised to look like a mundane rock from the outside.
Sin

God-Planet of deformity and death (She/Her)
A mere pale dot in the Tibil’s night sky, Sin (despite the associations, this name has nothing to do with sins) is by far the worst omen an astrologer can encounter. Frigid and malicious, she embodies death in the same capacity as Libat embodies love. Some say that Sin is possessed by the vengeful spirit of the mad uthra of death, others—that she is the door through which psychopomps enter Tibil. If anything is true, it’ i’s that Sin is dangerous even for cutters who pay her no attention. On the days Sin orbits closer to Tibil, children are often born with birth defects. People who work or socilise on such days become ill with strange and chronic diseases, while the recently dead rise from their graves as ghouls and wraiths. Despite this, sorcerers of the Midnight Domain worship Sin as the source of their powers, and maybe as the only being who’d take sinful magical creatures such as them in. Perhaps the Tibilians should stop being so suspicious about magic if they don’t want this situation to continue.
No one knows what Sin is plotting, but she seems to be antagonistic towards all of the other god-planets, except for Kiwan. It’s possible that, like Nbu, she’s also aspiring for godhood—although she fosters her clergy in different ways. Midnight sorcerers are a reclusive sect that employs illusions to their fullest potential. There’s no shortage of horrible rumours about their cult, and even when getting into account their possible bias it is clear that the cult is quite destructive, even if it poses as a respite for those abandoned by their community.
DESCRIPTION: Circling so far from the light of Shamish, Sin is very cold. Her surface is covered in ice and solid nitrogen. Winds carry snowstorms of ice shards, and cryovolcanoes spontaneously erupt with plumes of frigid water that instantly freezes into rime. The planet surface is monotone and has no prominent mountains. Some sages propose the existence of an underground ocean beneath the ice sheet, which could be sustained by underwater hot springs and even host a variety of weird nocturnal life forms.
THRALL: An ancient moon dragon named Shahra has been Sin’s thrall since times immemorial. She and the planet are not-so coincidentally aligned in most of their views, although she isn’t particularly keen on deformities and prefers to live among the real and illusory luxury she’s conjured in her hidden lair. It isn’t always clear to what degree the genius loci controls the dragon, but it’s known that aside from the food, in form of sacrifices, Sin requires silver and pearls as treasure—all things moon dragons are known for hoarding.
LOCALS: There are many strange theriantropes here who serve Shahra loyally. They superficially resemble werejackals, werehyenas and wereleopards, but are typically white in colour and completely immune to the cold. These creatures hunt winter wolves, ice toads and other rare creatures of Para-Elemental Ice. There isn’t enough food to sustain all of them however, so they also descend to Tibil to hunt or require human sacrifices. Some cutters whisper that many Midnight Sorcerers are actually werecreatures in their human form. Moonbeasts are another kind of common creatures here—they are terrifying misshapen abominations, who don’t seem to eat, yet attack any non-native creature nonetheless. Other monstrosities roam the land too, that bear a passing resemblance to chimerae, astrosphinxes, thessalmonsters, otyughs and other, even stranger monsters. According to the Revelationist priests, these things are the early prototypes of the monsters being concocted by Sin to be unleashed on Tibil. Finally, the undead, especially of incorporeal sorts, stalk the deep glacial rifts, seeping in through the cracks between the Prime and the Shadowfell which are numerous in this gloomy place.
Kiwan

God-Planet of mysteries and growth [He/Him]
The farthest-out planet in the system is the most mysterious of all. Kiwan is extremely cold and very unexplored, not in the least part because it is surrounded by a myriad of moons and rings which are inhabited by aggressive monsters. Astrologers of Tibil describe Kiwan as the eldest and strongest of all the god-planets, but also the least active. Some cultures associate him with rest and healing, others with growth and changing seasons, but none gives him much credit for it. In fact, recently the priests of the Southerners have taken a habit to scaremongering among their congregations about conspiring secret cults of Kiwan. Dwarves and Shamishans are often targeted as Kiwan-worshippers (despite this being contradictory to their actual faith), so many of the more sceptical officials assume this is merely screed to incite political violence. However, Kiwan-aligned warlocks do exist and typically wield great arcane powers. Some of them believe that Kiwan’s mission is to maintain the balance between planets, though, again, this is also likely to be misleading.
DESCRIPTION: Kiwan is an ice giant—a large planet with a thick atmosphere and large core made of liquid and small quantities of rock. It is surrounded by a big system of rings and has many moons—five large and spherical (Baz, Mitiaiel, Tabadaga, Nufsai and Zut) and almost a hundred tiny ones. The smallest moons are little more than large chunks of rock and ice, though some of them are actually astereaters—beholder relatives, who mimic asteroids and attack passers-by. Other moons serve as lairs for asteroid spiders and other monsters of the Dark Tapestry. The larger moons are mostly desolate, but a handful have temporary, and mostly abandoned, fortresses carved into the rock. Apparently, they serve as places of worship for creatures who served Kiwan in bygone times. Baz, the largest moon, is riddled with canyons that extend deep into the core of the celestial body. Its core is warm and radioactive, and at least one half-barmy adventurer claims that horrible tentacled creatures lurk down there.
Kiwan itself is shrouded in cyan clouds many miles deep. Like on Bil, the atmosphere here is composed of ammonia, hydrogen and carbon dioxide and, like on Bil, it is torn by powerful storms. The Eye of Kiwan is the largest of such storms, brimming with incredible arcane energies. It is called “the Eye” not just because it looks like a dark spot on the planet’s surface, but also because it always seems to follow Tibil, as if it was a focused gaze of some giant eyeball. Unsettling indeed. The surface of the liquid core is frigid, but considerably less cold than that of Sin due to the atmosphere creating pressure and retaining heat. It is dark however, since light can barely reach this point. Despite the planet being called an ice giant, the outer core of Kiwan is made of liquid water, kept in this state by heat and pressure. At this place it is only possible to survive with pressure-protecting magic or equipment, but with that in place, conditions are bearable. The inner core is supposedly made of solid rock, but not everyone even agrees it exists.
THRALL: Now here is a weird one. Atirpan is a giant plant that weaves through the entire planet. Its leaves begin in the lower layers of the atmosphere, while the roots reach all the way to the inner core. Atirpan is a de-facto surface of the planet, and Kiwan’s inhabitants lurk among its branches. The giant plant is pitch-black—as black as the Negative Energy Plane itself. This is needed to consume as much light as possible. But even this isn’t enough—so Atirpan is adapted to taking energy from any source. It can feed on heat and radiation from the planet’s core or on the flesh of living beings. Its vines wrap around any unfortunate berk, who landed on the planet and drain its heat and blood. For mages fighting back is even more challenging, for the cursed plant can absorb magical fire, lightning, light and even pure force of the magic missile. Fortunately, weapons, acids and sound work just fine, and cold or negative energy are even more detrimental. Psychics are also in luck, see—the plant is actually sapient. It can learn and plan, and more importantly it can take psychic damage. However, even for an army of mightiest adventurers, taking on the whole Atirpan would be a fool’s errand. Not only it ends up being much bigger than an earth-type planet, but it is also a plant mind—it has no true brain, but exists as a composite mind of many shoots and roots. This renders Atirpan’s mind incomprehensible and effectively immune to any kind of control. And don’t forget another point—Atirpan has been alive for many millennia. Being as old and as starved of energy as it is, the plant is terribly patient and clever and won’t attack or act in any way if it isn’t completely sure it can win. If Kiwan himself is in any way similar to the creature it sometimes uses to communicate his will, then he should be a very dangerous opponent.
LOCALS: Even the space around Kiwan is dangerous. Astereaters, gravislayers, rogue moons, murderoids, gammaroids, meteorspawn and asteroid spiders all live around the planet, hibernating in the shape of immobile moons. The planet itself appears to be devoid of life that’s not been strangled by Atirpan. However, upon closer inspection one may see tiny insects, who have come to feed on the dead plant tissue. Atirpan tolerates them, for those creatures help it to get rid of excess bark and leaves. When in need, the plant starts consuming these insects, thus returning their nutrients back to itself. A much more worrying types of symbionts are the giant beings, lurking in the liquid core of Kiwan. Nobody have got a good look on them yet, but they seem to greatly resemble some breeds of obyriths like the lord Veshvoriak.
Constellations
The living constellations of Tibil are actually creatures known as constellates. They appear like congregations of black void, dotted with stars. While other constellates often take some shapes like a swan or a wizard, the ones in this crystal sphere are amorphous and can change shape as they wish. Unlike the god-planets, constellates do not seem to have any plans or true intelligence and act on an instinct. This instinct is unfortunately to attack anyone who tries to come close to the crystal sphere from either side. They are the main reason why Tibil isn’t well-known among spelljammers and why the people of Tibil never seem to visit other spheres themselves. Some powerful star wizards, warlocks or clerics are able to summon a constellate to the planet and use it as a beast of war, although controlling it is rarely worth the effort. Most are content with using constellate movement to divine the future the old-fashioned astrological way.
There are twelve constellations, divided into four groups corresponding with the seasons, throughout which they are visible in the sky:
- Winter: Daula, Nuna, Embra
- Spring: Taura, Silmia, Sartana
- Summer: Aria, Shumbulta, Qaina
- Autumn: Arqba, Hitia, Gadia
There are other stars in the night sky of Tibil, most notably the star of Abatur, but it’s almost impossible to approach any of them without angering the constellates. So for now, they shall remain just another mystery of the sphere, waiting for especially brave, or foolhardy, explorers…
Source: Margarita. Mythwatch: The Tibilian system is homebrew, but its planets are based on the planets as they were understood in the ancient Gnostic religion Mandaeism. Influences from Abrahamic religions and mysticism aren’t unheard of in D&D and Pathfinder (archons, qlippoths, peri, divs and devas, azatas—basically the entire spectrum of Near Eastern religions is already canonically present), but my version references living religions much more, so if you are Mandaean or know more about this religion than me and notice some misrepresentation, then please comment it and I’ll gladly change or remove it.

