Dragons of Gybun

Geography

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Can't tell the Mage's Guild from Bocad?  Don't worry, just read.

First, the overall geography and cosmic standings of Gybun.  It orbits around a single star on an eliptical path, just like earth (this may seem random and boring, but it does have meaning).  The planet itself is a little smaller than earth and has but a few continents.  Every five hundred years the entire system nears another star and it becomes caught between the two.  It usually then shifts to the second star, and goes in an endless cycle with the two star's momentum keeping them from orbiting each other.  During the period of time when the planet sits directly between the two, there is constant daylight and the tides change unpredictably.  However, after a few months the planet is on its way again, freed of the perpectual daylight.  The thirteen planets it joined in their orbit around the star they formed a system with at the beginning of time support Gybun's magic, for they too posses that quality.  When the switch is made, however, only some of the planets come along with it on the precarious and dangerous trade, weakening the magic of the planet and greatly affecting the strength of the spells used by the mages.  The story takes place about 498 years after the switch to the alien planet, and Gybun will soon once again orbit around its home star.

Second, the geography of the planet itself.  Most of the story takes place on a huge peninsula jutting north off the mainland.  A mountain chain known as the Dragonback Range cuts off a sliver of land to the north from the rest of the country to the south.  The range is not named on accident; many of the mountains have tall cliffs on one side and more of a slope, although steep, on the other.  On top of this, about a fourth of its mountains are volcanic, which are constantly erupting, even more so when the scheduled five hundred year trade is in progress.  Within one of the craters in a mountain to the east is a magic hot spot, a place where magic is especially strong and can, to an extent, warp reality.  Within this inferno, the magic creates a column of cool air, which is also protected from lava and fire.  The only way in is through teleportation, so no non-mages can access it without a mages help.  There are seven major cities on the Northern Peninsula, including Zokmo, Bocad, and Rok'avive.  Zokmo lies in the western Dragonback, Bocad is just south of it on the plains, and Rok'avive sits to the east, next to the Bisfob River.  The Mage's Guild is just south of the Dragonback Range (it lies in the foothills) and is just north of a city and just east of a branch of the mountains that juts out south.  The Wefock coutry spreads two-thirds the distance across the peninsula at the base and is a good fifty miles deep. The Monster Country (containing goblins, giants, etc.) is exactly half that size and completes the distance across the peninsula, running east and west.  To the south of the Peninsula lies the main continent, which houses the dwarves and elves; exact info on this area will be added when relevent.

GUIDE: Bocad - boe cad, Bisfob - bis fob, Rok'avive - rok a veev
As you can see, the entire planet is detailed.  If you can keep the locations organized, however, it will help greatly.
 
-music by Reliant K.