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The Twelve Hours of Night

The Twelve Hours of Night is a deep, subterranean plane of existence located beneath the Material Plane of Draconia. It is the vast, chaotic reflection of the world, serving as the ultimate prison and domain of the primal serpent Apothis. This realm is geographically divided into twelve perilous sub-realms, each representing a stage of darkness and danger. The most critical sub-realm is the Eleventh Hour, where the full, chaotic power of Apothis is perpetually contained. Wicked and lost souls who fail to reach the judgment of Osiris are often ensnared here, becoming fodder for Apothis's domain. The realm is a testament to the fact that chaos remains an inherent, constant threat to the ordered world. The Twelve Hours is a dynamic region, its perils shifting and intensifying with the cosmic events of the Pharaonic Pantheon. While most of the Hours maintain their fundamental characteristics, the Eleventh Hour underwent a radical transformation following Apothis's imprisonment.

The Sub-Realms of Night: Each Hour Detailed

The First Hour: The Hour of Passage (The Great River)

Description: This hour is dominated by a vast, churning river, mirroring the Nile in the mortal world, but its waters are black and thick as pitch. The air is heavy with the scent of damp earth and the distant murmur of countless voices. Small, ghostly reed boats, often captained by silent, watchful spirits, navigate these currents. The banks are shrouded in perpetual twilight, revealing only the faintest outlines of ancient tombs and crumbling temples. This is the initial entry point for souls that stray from the Offering Fields, and a place where the unwary can easily become lost in the current, drawn into the Twelve Hours' depths.
  Challenges/Denizens: Drifting wraiths, water elementals born of the Duat's dark waters, and the mournful cries of lost souls. Sometimes, minor shadow fey or other ephemeral creatures might attempt to lure travelers off the river.
  Connections: This hour connects directly to the Offering Fields, though the paths are often obscured or treacherous.

The Second Hour: The Hour of Vigil (The Fields of Whisper)

Description: Beyond the great river, the landscape opens into desolate fields of pale, swaying reeds and dry, cracked earth. A constant, low whisper permeates the air, carrying fragments of forgotten prayers, mournful laments, and the faint, sibilant hissing of unseen things. The sky above is a deep indigo, dotted with faint, unblinking stars that offer no warmth. Statues of forgotten gods, eroded by time, stand scattered across the plains, their gazes vacant.
  Challenges/Denizens: Illusionary traps woven from despair and regret, incorporeal stalkers drawn to sorrow, and small, scuttling shadow creatures that feed on fragmented memories. Sometimes, echoes of ancient battles play out in the form of phantom warriors.
  Connections: Minor pathways sometimes lead back to the First Hour, but they are often difficult to discern.

The Third Hour: The Hour of Hidden Tombs (The Labyrinth of Burials)

Description: This hour is a sprawling, endless necropolis of hidden tombs and forgotten burial chambers, carved into the very substance of the plane. Narrow, winding passages lead through darkened catacombs, many of which are filled with skeletal remains or mummified husks of unknown beings. The air is still and heavy, carrying the scent of dust and ancient decay. Illusory walls and shifting corridors make navigation treacherous.
  Challenges/Denizens: Restless spirits bound to their tombs, animated constructs of bone and dessicated flesh, and guardians (sometimes monstrous mummies or cryptic sphinx-like entities) placed by ancient, forgotten powers.
  Connections: Some pathways lead to the Fifth Hour, bypassing the Fourth for those with keen senses or specific knowledge.

The Fourth Hour: The Hour of Deep Shadow (The Caverns of Echoes)

Description: Descending further, the Fourth Hour plunges into vast, lightless caverns. The only illumination comes from glowing fungi, phosphorescent minerals, or the occasional spark of arcane energy. The air is cold and damp, and the only sounds are the drip of unseen water and the unsettling echoes of distant, unidentifiable movements. Twisted stalactites and stalagmites resemble monstrous fangs and claws.
  Challenges/Denizens: Shadow creatures that are truly part of the darkness, monstrous aberrations adapted to the lightless depths, and the terrifying psychic echoes of fear and madness from those who have perished here. Some say the very rock itself is sentient and malicious.
  Connections: Leads deeper into the Twelve Hours, primarily to the Fifth Hour.

The Fifth Hour: The Hour of Secret Knowledge (The Library of Dust)

Description: A bizarre and unsettling hour, appearing as an endless, sprawling library built of sand and dust. Scrolls and papyri, impossibly preserved, fill crumbling shelves, holding ancient secrets and forgotten lore. The air shimmers with faint, almost imperceptible words. While seemingly peaceful, the "knowledge" here can be corrupting, revealing truths that drive mortals to madness or despair. Thoth's influence, though subtle and often unintentional, is felt here, as remnants of his divine knowledge seep into the plane.
  Challenges/Denizens: Golems of sand and papyrus, intellect devourers that seek to consume minds for their knowledge, and cryptic riddles or puzzles that guard the most potent (and dangerous) information. Knowledge here can be a weapon or a curse.
  Connections: This hour branches to both the Third and Sixth Hours, with many hidden paths.

The Sixth Hour: The Hour of Burning Sands (The Crimson Desert)

Description: This hour is a vast, searing desert of crimson sand, perpetually hot and devoid of water. Mirages dance on the horizon, tempting the parched and weary. The sky is a bruised purple, and the air crackles with latent magical energy. Winds whip the sand into blinding storms, and the ground itself sometimes shimmers with unholy heat. This hour reflects the raw, destructive power inherent in the Twelve Hours.
  Challenges/Denizens: Fire elementals, sentient sandstorms, spectral desert predators, and the illusions of false oases that lead travelers further astray. Survival here requires extreme resilience and cunning.
  Connections: Leads directly to the Seventh Hour.

The Seventh Hour: The Hour of Crooked Paths (The Twisted Groves)

Description: This hour is a nightmarish forest of gnarled, sickly trees with razor-sharp branches that writhe as if in pain. The ground is a tangle of thorny vines and stagnant pools of viscous liquid. The air is thick with a cloying, sweet scent that can lull or nauseate. Pathways here are never straight, twisting and turning, often leading back on themselves. The entire grove seems to actively resist progress.
  Challenges/Denizens: Plant-like monstrosities, venomous creatures that blend with the foliage, and malicious fey that delight in leading travelers astray or trapping them in the thorny undergrowth. Spells of entanglement are common.
  Connections: Continues the journey deeper, opening to the Eighth Hour.

The Eighth Hour: The Hour of Weeping Stones (The Shifting Mountains)

Description: Towering, jagged mountains of black rock dominate this hour, their peaks shrouded in perpetual, storm-laden clouds. The stone itself weeps a viscous, acidic liquid that corrodes flesh and metal. Earthquakes are frequent, causing rockslides and opening new, perilous fissures. The echoes of tormented screams resonate from the very stone, a testament to the suffering of those trapped within its depths.
  Challenges/Denizens: Stone golems, earth elementals infused with dark energy, and grotesque, subterranean creatures that burrow through the rock. Navigating the shifting terrain is a challenge in itself, often leading to deadly falls.
  Connections: Provides a direct, albeit dangerous, route to the Ninth Hour.

The Ninth Hour: The Hour of Silent Screams (The Prison of Lost Voices)

Description: This hour is a place of profound silence, an oppressive void where sound itself seems to be stifled. Yet, within this silence, the echoes of countless unheard screams and pleas for mercy vibrate on a psychic level, causing intense discomfort and mental anguish. It manifests as a vast, desolate plain of smooth, obsidian-like rock, reflecting the dark sky like a shattered mirror. Unsettling, humanoid figures, their mouths agape in silent agony, are frozen in grotesque poses across the landscape.
  Challenges/Denizens: Bodaks and other despair-inducing undead, psychic vampiric creatures that feed on mental anguish, and illusions that exploit a traveler's deepest fears and regrets, amplifying the silent screams.
  Connections: A direct, horrifying descent to the Tenth Hour.

The Tenth Hour: The Hour of Consuming Shadow (The Maw of Apothis)

Description: The immediate precursor to Apothis's prison, this hour is a swirling vortex of pure, unholy shadow, a constantly shifting maelstrom that seeks to devour all light and life. The boundaries of the plane become indistinct, merging with the very essence of chaos. Travelers feel a constant pull towards the center of the vortex, where a gaping, fanged maw seems to open into pure annihilation. This is the outer perimeter of Apothis's prison, a manifestation of his monstrous, consuming nature.
  Challenges/Denizens: Shadow fiends, horrific void creatures, and warped reflections of a traveler's own fears. The very air is poisonous, draining strength and sanity.
  Connections: The direct, and most perilous, path to the Eleventh Hour.

The Eleventh Hour: A Tale of Two Realities

The nature of the Eleventh Hour changed dramatically following Ra's ascension and Apothis's imprisonment.

The Eleventh Hour: The Hour of Primordial Silence (Before Apothis's Imprisonment)

Description: This ancient hour was not a swirling maw of concentrated malice, but rather a place of immense, primordial power and an oppressive, profound stillness that preceded the clamor of creation. It manifested as a vast, seemingly infinite expanse of polished, black obsidian or a solidified void, where the very concept of sound seemed muted, absorbed by the immense, unseen forces at play. Gigantic, unadorned monoliths, their surfaces slick and reflecting only the faintest cosmic light, pierced the dim, pre-dawn sky, their origins lost even to the gods. The air was heavy with a sense of immense age, the raw, undifferentiated potential of the Duat before it was fully shaped. Here, the fabric of reality felt thin, closer to the unformed chaos from which Ra and Thoth themselves arose.
  Challenges/Denizens: The primary challenge here was the direct, unconfined, and world-shaking confrontation with Apothis himself. The primordial serpent would choose this profound, echoing quiet to unleash his most direct and powerful assaults against Ra's Solar Barge. Ra, in his full glory and unascended power, would personally confront the serpent, holding it at bay with his overwhelming celestial might and unyielding divine will. Bast, as Ra's fierce champion, would fight valiantly by his side, her unparalleled agility and protective fury crucial in deflecting Apothis's chaotic manifestations and disruptive magic, allowing Ra to focus his full power on restraining the great serpent. The true danger of this hour stemmed from these titanic clashes rather than an inherent, localized corruption.
  Connections: This hour connected directly to the Twelfth Hour, serving as the final crucible before dawn.

The Eleventh Hour: The Hour of Imprisonment (Apothis's Coil) (After Apothis's Imprisonment)

Description: This hour, now the epicentre of Apothis's malevolence, was fundamentally transformed after the primordial serpent's imprisonment within its confines by Khepri, Horus, and other deities. It now appears as a monstrous, pulsing construct of interwoven shadow and elemental chaos. It manifests as a titanic, coiled serpent, seemingly made of solidified darkness, with its own scales forming the walls and passages within. The air here is frigid and sharp, smelling of ozone and ancient malice, a direct emanation of Apothis's festering essence. Within the coils, pockets of impossible geometry and non-Euclidean spaces exist, designed to disorient and trap. The distant, rumbling thrum of Apothis's imprisoned power can be felt, a constant, terrifying vibration that drives lesser beings to madness. His inherent, most potent destructive and chaotic abilities are now confined and concentrated here, making it uniquely perilous. For mortal souls who stumble into Apothis's Coil, there is no possible way out; not even Khepri on the Solar Barge can rescue them.
  Challenges/Denizens: The most powerful and insidious of Apothis's servants – abyssal creatures, fiends of raw chaos, and powerful shadow elementals – are drawn to and empowered by their master's confined essence here. The environment itself is a weapon, with crushing walls, disorienting shifts, and pockets of pure negative energy. It is a constant struggle against the manifested will of Apothis itself.
  Bast's Crucial Role: With Ra's ascension and Apothis's power now concentrated, Khepri does not possess the exact same authority over the imprisoned serpent as Ra did. Thus, Bast is now the only deity capable of fighting her way through the intensified dangers of the 11th Hour. Her unique agility, ferocity, and deep connection to the forces that bind Apothis allow her to descend from Mount Bakhou and clear the path for Khepri's sun barge, a task that has become immeasurably more difficult since the serpent's confinement. Her nightly descent is crucial for the sun's passage.
  Connections: This hour holds Apothis. It is the end of the journey for Khepri's sun barge and the most dangerous place in the Duat. No natural connections lead beyond this hour; any exit must be fought for or discovered through arcane means, facilitated by Bast's singular might.

The Twelfth Hour: The Hour of Rebirth (The Horizon of Dawn)

Description: This hour is a profound antithesis to the rest of the Duat. After surviving the horrors of Apothis's Coil (or the battle with unconfined Apothis in ancient times), a narrow, winding tunnel, often overlooked or hidden, leads to a place of burgeoning light. The air grows warmer, purer, and a faint, ethereal glow begins to permeate the surroundings. The ground beneath one's feet feels solid and real again. This hour is not truly part of the Twelve Hours' perils, but rather the threshold back to the light, where the sun barge of Khepri emerges at dawn to begin its daily journey across the sky.
  Challenges/Denizens: There are no hostile denizens here. Instead, shimmering motes of light, celestial echoes of the sun's awakening, and the faint, harmonious hum of creation permeate the space. For those who have endured the Twelve Hours, this hour is a sanctuary and a promise of escape.
  Connections: This hour leads back to the mortal plane, specifically to the eastern horizon where the sun rises. It also offers glimpses of the Astral Plane, from which Ra now watches over his creation.

Localized Phenomena

This is the chaotic reflection of the world, where the sun god journeys each night. Its planar traits are the direct opposite of the Offering Fields, as it is the domain of Apothis and the forces of chaos.
  Strongly Chaos-Aligned and Strongly Evil-Aligned: Chaotic and evil creatures will find their abilities enhanced. Spells with a Law or Good descriptor are impeded here.
  Minor Negative Energy Dominance: Reflects the consuming darkness and is slightly draining to living things, drawing them toward annihilation.
  Normal Gravity: While the plane is chaotic in nature, its gravity is still normal, as it is a reflection of the Material Plane.
  Normal Time: Time flows normally here, as Khepri's nightly journey depends on the passage of a normal amount of time.
  Mildly Morphic: The plane is a place of raw chaos, and magic here is subject to unusual and unpredictable effects. The very act of casting a spell can have unintended consequences, reflecting the chaotic nature of the plane itself.
Owner/Ruler

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