Pilth Sar is a Game world I have been running campaigns in since 1990. It has one known continent, two moons, one sun and a 234 day year. The majority of the games have begun in the Northern City State, in a Kingdom called Ishael who capital is Gilth. Here the year is broken into 12 months of 27 days which themselves are broken into 4 weeks of nine days each. There are Nine recognized races, and nine gods in the predominant religion. Also twins figure heavily in both religion and in daily life since 60 percent of mammalian births, even in litters, result in identical twins. Magic in Pilth Sar is not a plea to gods or outsiders for aid but an act of will... a science if you will. If you want to cast spells to heal the body you will need to study the body, learn how bones and blood vessels work. As such, it is a medieval tech world with microscopes and telescopes, with colleges and libraries. The roads are still terrible and the social change can be slow for the poor and oppressed. Still disease is less a threat and basic hygiene is a thing. Also magic is broken into 9 different Orders based on the colors of the rainbow and covering specific area of influence. Red Magic has to do with the body, orange magic the weather (air and water) etc. It is also a locally apocalyptic world, somewhere between 500 and 300 years ago there was a great war between the various orders of mages resulting in Black Magic being outlawed but also resulting in a Mana wiped area(the mages used up all the mana in one area leaving it mana barren and hard to cast magic there) called Marad, and a certain number of Magical beasts who were created to fight or aid in said war. I tend to run sandboxy worlds where, once presented with what is where, the players can decide where to go from there.