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'''Demiplanes'''
==Build==
⦁Area Increase 6 - 60,000,000,000 km^2 ...about the size of Jupiter.
[125] Trapped!, [150] Partnership!, [175] Artifact!, [162] Area Increase 7, [161] Insertion, [158] Gateways 2, [156] Division, [153] Transient, [147] Protection 2, [131] Population Increase 8, [130] Attitude Adjustment, [128] Culture & Customs, [126] Pretty Population, [124] Population Demographics, [121] Population Longevity, [117] Extrahuman Population, [111] Technology Upgrade 6, [105] Magical Upgrade 3, [103] Aesthetics, [102] Public Education, [100] University, [97] Industrial, [93] Mystical, [88] Technomagic, [86] Infrastructure, [85] Sanitation, [84] Secure, [83] Healthy, [82] Music Affinity, [81] Theater Affinity, [80] Animation Affinity, [79] Occult Affinity, [78] Literature Affinity, [77] Intellectual Affinity, [76] Gaming Affinity, [75] Food Affinity, [74] Sexual Affinity, [73] Festival Affinity, [70] Landscape Adjustment, [69] Fertile, [67] Rich, [64] Exceptional Materials, [61] Fauna & Flora 2, [58] Dungeons 2, [56] Spirits, [53] Afterlife, [49] Theme, [46] Lifestyle Upgrade 2, [43] Influence 2, [41] Immortality, [38] Spirit Walk, [36] Shape Shift 1, [35] Tongues, [33] Memory, [31] Awareness, [29] Inspiration
[27] Peak Condition, [25] Blessing, [24] Levitation, [22] Alchemy, [20] Conjuration, [17] Biomancy, [14] Nullification, [11] Friendship 2, [7] Waifu 2, [4] Familiar, [0] Guidance 1


'''Planar Features'''
==General==
⦁Insertion - Your demiplane is inserted into the world, at the place of your choosing. If small, your demiplane must be made part of an existing world, with the chosen world being stretched around your demiplane. If large enough, your demiplane may be made into an entirely new planet. No negative side effects will result from the insertion of your demiplane into the universe.
⦁Gateways 2 - Gateways may be grouped in any fashion, not being limited to just pairs. They may also be deactivated or redialed.
Limit of 500 Gateways.
⦁Division - You may divide your demiplane into multiple smaller independent units, with cumulative total size still in effect. You only need to buy each option once, cumulative totals are divided but all other options may be applied seperately.
⦁Transient - The location of your demiplance is not fixed. Forceful invasion into your demiplane by others is nearly impossible. With Insertion, you may control the location of your demiplance, or even remove it from the unverse entirely. With Division, you may divide and recombine your demiplane at your discretion.
⦁Protection 2 - the magical protections are now far more aggressive, and your demiplane is now effectively 'fixed' into the approximate state you wish of it.


'''Population'''
===Overview===
⦁Population Increase 6 - 2,000,000,000 Population
The Sol Lattice, more commonly known by the inhabitants there as 'Lattice', is a realm of 14 planets ranging in size from 5 times the size of Earth to the size of said planet, as well as a number of moons about the size of Luna. The planets exist within a special pocket domain that exists both within the universe and outside of it. From Earth or it's moon, it appears to be in the same orbit about the Sun but several months time ahead. Travel to it, though, is impossible by traversing the simple space between them. Access to the Lattice is only possible from one of several gates.
Inhabitants
⦁Attitude Adjustment - Adjust the personalities of your population, make them friendly or aggressive or sexy or anything else. They do still have free will and desires, you just get to decide personality traits. One time only.
⦁Culture & Customs - Define the cultural norms, customs, traditions, and even systems of governance for your populace. Affects culture, does not affect enjoyment or talent of things deemed "customary".
⦁Pretty Population - Your people are exceptionally attractive, at least by your standards of beauty. You're not going to find any ugly people, everyone is at least good looking, and most are far better than that.
⦁Population Demographics - You may customize your population in broad terms; male/female ratio, ethnic make-up, etc. Your population will be maintained at your chosen demographics for as long as you wish.
⦁Population Longevity - Some or all of your population lives longer, or even indefinitely. May include eternal youth and resistance to most disease. Population control wont become an issue and immortal people can still pass on if they wish to.
⦁Extrahuman Population - Some or all of your people appear to be something other than human. Elves, dwarves, furries, monsters, anything biologically possible and in any combination you'd like. With "Metahuman Population", your population may take biologically impossible forms.


'''Technology'''
Once in the Realm, though, travel between the planets and moons of the Lattice is possible from one of three methods: special spelljammer ships able to make it to another planet in a few days time, via another set of gates, or by a teleportation pad. Teleporting, though the fastest, carries the largest risk. As such, it tends to be used only from transporting merchandise to and from the worlds.
⦁Technology Upgrade 5 - You are now ahead of the curve, with a standard of living and technology a few decades of the rest of the world.


'''Magic'''
The ruler of the Sol Lattice is the Sorcerer Lord Konrad, the most powerful summoner in the Realm. He is often accompanied any number of his 13 wives, his fennec fox familiar and any number of his friends.
⦁Magic Upgrade 3 - Your realm's magic is potent! Many practitioners can perform incredible feats, ten times stronger still! You would require years to reach this level.


'''Society'''
There are 10 races that populate the Realm. They are android, catfolk, drakefolk, dwarf, elf, fey, foxfolk, halfling, human, touched. Each (except androids) have a number of ethnic groups within them. Humans account for about 45% of the population, the remainder making up the rest. Demographically, females do slightly outnumber males, the number varying from ethnic group to group.
⦁Aesthetics - Your towns, cities, villages and metropole are all artfully designed and pleasing to the eye and soul.
⦁Public Education - By the standards of the apparent time, everyone is extraordinarily well educated. Literacy is at nearly 100%. Public education is excellent and easily accessible, don't expect to meet many idiots
⦁University - Your system of higher education issimply prestigious. You have as many universities as necessary for your population, all of which are of the highest caliber, including the staff.
⦁Wealthy- By the standards of Earth, your population is very wealthy, with high productivity, high job satisfaction and high incomes. Poverty is nearly nonexistent as well.
⦁Industrial - Your population is extremely productive and inventive. Open trading with the rest of the world will quickly lead to very favorable conditions in trade.
⦁Mystical - The culture of your demiplane is steeped in magic and arcana. There may exist magical academies and colleges specifically for the study and spread of magic.
⦁Technomagic - Blendings of magic and technology are common in your realm. Technology may seem significantly stranger as well.
⦁Infrastructure - The foundation of your society is rock solid, the planning and construction all being of the highest quality. Electricity is free and clean, transit is quick and comfortable, high speed internet and phone coverage across the globe...
⦁Sanitation - Proper maintenance and cleanliness are considered virtues around here and taken to an extreme. All trash is recycles and no smog is allowed anywhere it might offend and there is never any shortage of clean water.
⦁Secure - Law enforcement is excellent, and people can feel truly safe, even in the worst circumstances. Crime may as well not exist for how often its committed.
⦁Healthy - Your hospitals and health care professionals are of the highest class. Sickness has been nearly eliminated and your doctors may as well be miracle workers.


'''Culture'''
Magic in the Realm is divided into a number of subschools, and scholars familiar with games of earth note that the magic system most closely resembles a mix of D&D 4th edition and GURPS 4th edition magic. Only about 1/3 of the populace is able to cast spells, but magic touches on nearly every aspect of life in the Realm. Where the people of Earth have cellphones, Lattice citizens have small crystal communicators usually carried as a wristband or necklace. An ansible-like device exists in all communities allowing a network akin to the internet of Earth to take place, and one ansible-like device exists in the capital near the main gate to Earth, allowing some internet usage in the Realm.
⦁Theatre Affinity - Movies, television, radio dramas and old fashioned plays. They have it all and could quickly become a new Hollywood given some time. Surprisingly quality too, considering what they have to work with.
⦁Animation Affinity - The people here have an appreciation for good comics and quality animation. They tend to produce quite a bit of it as well, given the opportunity to do so.
⦁Literature Affinity - Book stores an publishing houses reign supreme now. Poets and novelists walk the streets, ideas for new great works of prose and poem in their heads.
⦁Intellectual Affinity - Philosophy, science, politics and all manner of thinking man's subjects. Everyone has an opinion but here they're actually well thought out, an interesting conversation awaits.
⦁Gaming Affinity - Arcades, video game development, board games and even dice games and tabletops. Everyone loves them and they're treated well here.
⦁Sports Affinity - Sports stadiums and fields now dot the land, some sports you recognize, some you don't. Your populace's teams are athletic enough to compete with some of the best.
⦁Religious Affinity - Your population is mostly composed of devout worshippers of their respective religions. Religious Temples and works of art are exceptionally common, as well as exceptionally beautiful.
⦁Occult Affinity - Magic, mysticism and all forces of the supernatural. Even if they don't exist they're popular subjects of thought. Your population enjoys magic and the strangeness that may or may not surround them.
⦁Sexual Affinity - Sexually liberated to say the least. This is a society which enjoys and revels in all things sex. Sating your sexual desires here is almost too easy, and the pornography is all of the highest quality.
⦁Festival Affinity - How about a burst of raw culture? Festivals are common, elaborate and most of all fun. They never get out of hand and there's always a good time to go around.


'''Environment'''
===Peoples===
⦁Landscape Adjustment - Snow peaked mountains, rolling hills, deserts and rocky steppes, vast canyons and deep rivers, endless savannahs and dense jungles. You may also adjust the climate of your realm however you wish, as well as how it experiences the seasons. You may design the landscape and climate however you'd like.
The ten races cohabit the Lattice.
⦁Fertile - The soils of your demiplane are particularly fertile and make for most excellent farmland.
⦁Rich - Your demiplane is rich with ores, minerals, precious gems and other earthborn resources.
⦁Exceptional Materials - Organic and/or inorganic materials with strange properties? Properties which defy conventional physics, and which can only be described as surreal? Check.
⦁Fauna & Flora 2 - The fauna and flora of your realm is no longer limited by what exists or has existed, merely by what is biologically possible.


'''Adventure'''
'''Android''' - The newest of the races, the androids are difficult to differentiate from the other races in that they can look like any of them based on how they are designed at creation. One android may look like a female human, another a male dwarf. But there is a way and it is the eyes. All androids eyes are solid white and give off a faint glow in the dark.
⦁Dungeons 2 - Your dungeons may be larger, more intricate and potentially possessing magical natures. The traps will be more complex, the puzzles more puzzling, and there may include monsters or guardians.
⦁Spirits - Your demiplane is now inhabited by spirits, normally incorporeal but potentially capable of assuming a physical presence. The spirits are capable of influencing the environment and living things in various ways, depending upon their purpose and nature. Possible spirits include spirits of the dead, spirits of nature, spirits of magic, spirits of inspiration and more.
⦁Afterlife - Whatever traditional afterlife may or may not exist, it does not apply withing the confines of your realm and people. You may create custom afterlife or afterlives for your people to experience. Reincarnation, Paradise, Nothingness? The choices are yours.
⦁Pantheon - Your demiplane now possesses its own god, or gods. Possessing powers over it not unlike gods of old mythology. You may design and empower your pantheon however you wish, and even create multiple independent pantheons should you wish to.
⦁Theme - The laws of reality and the general psyche of your realm will alter to suit your choice of theme, or a combination of themes. Allows for strange variations of physics, allowing "Cartoon Physics" or "Mecha Physics" or any other variant to reign supreme. Slapstick, soap opera drama, harem romance, comedy, epic fantasy, your realm will become that reality. Choose wisely.


'''Capital'''
'''Catfolk''' - Divided into Desert, Jungle, Mountain & Savannah ethnic groups, the catfolk of the Lattice are not too dissimilar to the 'catgirls and catboys' that populate many Earth stories. Generally highly dexterous but prone to aloofness, the catfolk are both proud and flighty.
⦁Lifestyle Upgrade 2 - You now live like a king, in a mansion or a palace or a penthouse big enough to house dozens of people with room to spare. Your assets are exceptional, providing you with an exceptionally high class income.
⦁Influence 2 - You are now the recognized leader of your society. The equivalent of a president or a king. You have plenty of power and influence, but can be removed from office.
Personal
⦁Immortality - You are immortal and eternally young. You can potentially still be killed however. You are resistant to all forms of disease and you can heal from anything that doesn't kill you. As a side benefit, eating, sleeping and relieving yourself are now optional.
⦁Spirit Walk - Your spirit is immortal and you may leave your body or persist after death in a ghostly, incoporeal form. You may regenerate your body through focus of will, even if nothing remains but your spirit.
⦁Shape Shift 1 - One time only, you may change your appearance to anything you wish.
⦁Tongues - You may now comprehend and communicate in any human language, you are the ultimate polyglot.
⦁Memory - Your mind if enhanced with an eidetic memory. Never again will you forget your car keys.
⦁Awareness - You now possess heightened sensory awareness. All of your senses are more powerful and may develop further with practice. You may additionally develop the ability to perceive magical energy or spiritual presences.
⦁Inspiration - You possess a very unique presence that affects the people around you. For whatever reason, people around you are always able to perform at their very best.
⦁Peak Condition - Your body and mind are in peak condition. You no longer get sick, and you heal more efficiently. You think more quickly and learn easily. Ideas and answers just seem to come naturally to you. Your body is perfectly and permanently maintained in peak physical condition. Fit and flexible without having to work at it.


'''Powers'''
'''Drakefolk''' - One of the rarer peoples, drakefolk come in Brass, Green and Red varieties. They get their name from their looks and oral traditions speak of how they are descended from dragons. However, unlike part dragons of Earth stories, they cannot breath fire nor fly. They do sport a lizard-like tail and horns and are on average taller and brawnier than the other races.
⦁Levitation - Strangely intuitive, moving through the air comes as easily as moving through the water, which you can also levitate through. Your acceleration, manuverabilty and top speed will all increase with practice.  
⦁Enchanting - You now possess the ability to imbue magical powers and attributes into non-living things, be they objects or even environments.
Any power you possess may be imbued in this way.
⦁Conjuration - You now possess the abilit to summon and banish creatures and objects, including storing them in the void. Additionally, combined with Alchemy you may literally creat somehting out of nothing.
⦁Nullification - You possess the ability to actively nullify and supress magical effects and abilities, you may do so selectively. You are additionally highly resistant to magic on a personal level, you may control this resistance and suppress it if you choose.


'''Companions'''
'''Dwarf''' - One of the more reclusive races, dwarves tend to live in the ground, either in small hill forts, mountain citadels or winding tunnel cities. The ethnic groups of the dwarves are Deep, Hill, Ice, Mountain & Sea. Deep dwarves delve deep beneath the ground, their homes simple corridors as they seek riches. Hill dwarves are the most numerous and can be found not only in the hills that give them their name but in major cities. Ice dwarves live in polar regions with their domesticated polar bear mounts, being nomadic in the summer and burrowing in the winter. Mountain dwarves craft some of the finest goods in the Lattice, but are highly insular as they live in reclusive mountain delves. Sea dwarves are the submariners of the world, having taken to building homes in mighty domed cities beneath the waves, though they tend to live in pristine but mighty lakes.
⦁Friendship 2 - Your companions need not be alive or even real. Fictional friends may be made real and the deceased may be revived through the power of friendship. Unique powers and resources available to fictional friends are limited based on your other selections.
⦁Waifu 2 - You may have a multitude of waifu, for all of your polygamist desires. Additional waifu can and will enter your life as your desires would suggest.
⦁Familiar - Part of your soul is sheared off and developed into a familiar. You may allow it to develop naturally or create it with a specific shape or personality. Your minds and souls are linked. You may communicate telepathically, share senses or knowledge, even assume direct control over one another's bodies, with permission of course. Your familiar cannot truly be killed as long as you live, if it's body is destroyed it will be recreated near you. Possess all of your magic and personal boons.


'''Complication'''
'''Elf''' - The third most numerous race after humans and halflings, the elves are beautiful by even Lattice standards. Dark elves live like Deep dwarves but build literal cities in the dark beneath the surface. Despite a cruel and dark history, they have since calmed some and have joined their brethren above. High elves live in the mighty cities of the world, often turning to art, education or magic. They get their name from being the tallest of elves, topping out on average at 5'11". Jungle elves live in, well, jungles, their tanned skin and light hair making them seen as comely to many. They live in small villages, usually of fishers and fowlers, but many more work with tourists to the region and teach them about the locales they call home. Snow elves live in nomadic bands wherever snow may be found, often in the extreme north or south. They are reclusive, only allowing outsiders in their communities for no more than a season, and very very few leave their ancestral lands. Wood elves are naturalists first and foremost. They have abandoned most magics for those of a natural bend, forming beautiful cities of wood and crystal and working living plants into their (highly revealing) clothes.
⦁Artifact! - All of your personal benefits are tied to an artifact. It is highly resistant to damage but may be stolen or destroyed.
 
'''Fey''' - Not as common as many other races, fey can be found pretty much anywhere at anytime. Gnomes are most likely to settle with the other races, and their humor and joviality often lighten even the harshest of moods. Pixies are smaller than even halflings, and though their wings can't carry them for long distances they do allow small bursts of flight or gliding. Both are often tending natural surroundings, either in city parks, the hottest deserts or the deepest forests.
 
'''Foxfolk''' - With ears, tails, wit and charm, foxfolk blend in with many other races well. Arctic foxfolk often band up with Ice dwarves or Snow elves on hunts, often acting as middlemen in trades with the other peoples of the Lattice. Corsac foxfolk live in semi-nomadic bands of clans, and their leather work is sought the world over. Fennec foxfolk are only slightly taller than halflings, and their large ears often make them odd looking but they are friendly and caring and live in large family groups headed by elders. Red foxfolk are the most likely to live in the cities of the other races and are seen as wise and witty companions.
 
'''Halfling''' - The second most populous race, halfling populate almost every corner of the Lattice. Greenthumb halflings are farmers bar none, able to grow foodstuffs many times larger than almost any other grower. Swiftfoot halflings are the smallest but have a unique racial trait of being double jointed and almost abnormally fast. Tallfellow halflings are the most numerous, often acting as traders or tradesmen.
 
'''Touched''' - About as rare as the fey, the touched carry unique traits that their mythos say were given to them by their gods. Bright touched have bronzed skin and large bird like wings which, like fairies, give them short bursts of flight and they are often pious folk. Cloak touched have wings more akin to bats, and their skin range is akin to humans. Their ears are bat-like though, easily differing them from the Brights from a distance.
 
'''Humans''' - The most numerous and widespread, humans easily dominate the Lattice by sheer number and diversity. A strange quirk of nature, they are divided into 20 ethnic groups which most closely resemble the following human ethnicities: Arabic, Atacama, Balinese, Berber, Czech, French, Gurage, Han, Hindi, Irish, Kru, Maya, Merina, Persian, Shoshone, Spanish, Swedish, Thai, Turkic, & Yamato.
 
==Worlds==
 
===Annuna the Ringed===
Info & Trana
===Chanda the Blue===
Info
===Eriticia the Daughter===
Info & Bina & Vona
===Feron the Protector===
Info & Kathon & Brethoron
===Holtin the Scarred===
Info
===Ilrion the Timekeeper===
Info & Masrab
===Jendara the Witch===
Info & Perale
===Kenderh the Peaked===
Info & Dzuth & Siluth
===Morath the Monster===
Info
===Oltaea the Mother===
Info & Iosa & Nurla
===Repano the Quick===
Info & Weido
===Setov the Sage===
Info & Greilov
===Uvan the Red===
Info & Obron & Agilon
===Vaalk the Wild===
Info & Etida
 
==Technology==
 
===Overview===
Info
===Ansible===
Info
===Spelljammers===
Info
===Mecha===
Info
===Armaments & Armors===
Info
 
==Magic==
 
Within the Lattice is the Order of Mages, the guild of magic users. It is divided into a hierarchy of apprentices, journeymen, masters and then the grand masters. Each school, of which there are 15, are headed by three grand masters.
 
Each school has 4 levels of spells, which are equivalent to one's rank within said school. The spells therein are divided into 5 classes- Easy (or 'at-wills'), Intermediate, Expert, Utility and Ritual. Easy spells require no prep beyond simple memorization. Intermediate require more focus, a better understanding of the school and sometimes a minor reagent. Expert spells are elaborate and highly effective, but also taxes ones body severely and require reagents and sometimes focuses to cast. Utility spells are elaborate but fairly cheap spells requiring no more than time and focus to eventually master. Ritual spells are the most potent, always requiring multiple magic users and highly expensive reagents, as well as time in the matter of several minutes up to days to cast.
 
Spell scrolls are often sold through the respective colleges, and magical items are common though typically very weak in their effects. Some of the most widespread are the spelljammer ships, the ansible relays, the Android race, and healing arrays in hospitals. Other items will be listed within their respective schools below.
 
===Animal===
Info
===Body===
Info
===Communication===
Info
===Divination===
Info
===Enchantment===
Info
===Elemental===
Info
===Healing & Restoration===
Info
===Illusion===
Info
===Mind===
Info
===Movement===
Info
===Necromancy===
Info
===Plant===
Info
===Protection===
Info
===Song===
Info
===Technology===
Info
 
==Sorcerer Lord Konrad==
 
===Powers===
Info
===Wives===
Info
===Familiar & Friends===
Info
===Role in Governance===
Info
 
==Cultures==
 
===Overview===
Info
===Government===
Info
===Major Festivals===
Info
===Adventuring===
Info
 
==Flora and Fauna==
 
Info

Latest revision as of 12:26, 21 June 2023

Build[edit]

[125] Trapped!, [150] Partnership!, [175] Artifact!, [162] Area Increase 7, [161] Insertion, [158] Gateways 2, [156] Division, [153] Transient, [147] Protection 2, [131] Population Increase 8, [130] Attitude Adjustment, [128] Culture & Customs, [126] Pretty Population, [124] Population Demographics, [121] Population Longevity, [117] Extrahuman Population, [111] Technology Upgrade 6, [105] Magical Upgrade 3, [103] Aesthetics, [102] Public Education, [100] University, [97] Industrial, [93] Mystical, [88] Technomagic, [86] Infrastructure, [85] Sanitation, [84] Secure, [83] Healthy, [82] Music Affinity, [81] Theater Affinity, [80] Animation Affinity, [79] Occult Affinity, [78] Literature Affinity, [77] Intellectual Affinity, [76] Gaming Affinity, [75] Food Affinity, [74] Sexual Affinity, [73] Festival Affinity, [70] Landscape Adjustment, [69] Fertile, [67] Rich, [64] Exceptional Materials, [61] Fauna & Flora 2, [58] Dungeons 2, [56] Spirits, [53] Afterlife, [49] Theme, [46] Lifestyle Upgrade 2, [43] Influence 2, [41] Immortality, [38] Spirit Walk, [36] Shape Shift 1, [35] Tongues, [33] Memory, [31] Awareness, [29] Inspiration [27] Peak Condition, [25] Blessing, [24] Levitation, [22] Alchemy, [20] Conjuration, [17] Biomancy, [14] Nullification, [11] Friendship 2, [7] Waifu 2, [4] Familiar, [0] Guidance 1

General[edit]

Overview[edit]

The Sol Lattice, more commonly known by the inhabitants there as 'Lattice', is a realm of 14 planets ranging in size from 5 times the size of Earth to the size of said planet, as well as a number of moons about the size of Luna. The planets exist within a special pocket domain that exists both within the universe and outside of it. From Earth or it's moon, it appears to be in the same orbit about the Sun but several months time ahead. Travel to it, though, is impossible by traversing the simple space between them. Access to the Lattice is only possible from one of several gates.

Once in the Realm, though, travel between the planets and moons of the Lattice is possible from one of three methods: special spelljammer ships able to make it to another planet in a few days time, via another set of gates, or by a teleportation pad. Teleporting, though the fastest, carries the largest risk. As such, it tends to be used only from transporting merchandise to and from the worlds.

The ruler of the Sol Lattice is the Sorcerer Lord Konrad, the most powerful summoner in the Realm. He is often accompanied any number of his 13 wives, his fennec fox familiar and any number of his friends.

There are 10 races that populate the Realm. They are android, catfolk, drakefolk, dwarf, elf, fey, foxfolk, halfling, human, touched. Each (except androids) have a number of ethnic groups within them. Humans account for about 45% of the population, the remainder making up the rest. Demographically, females do slightly outnumber males, the number varying from ethnic group to group.

Magic in the Realm is divided into a number of subschools, and scholars familiar with games of earth note that the magic system most closely resembles a mix of D&D 4th edition and GURPS 4th edition magic. Only about 1/3 of the populace is able to cast spells, but magic touches on nearly every aspect of life in the Realm. Where the people of Earth have cellphones, Lattice citizens have small crystal communicators usually carried as a wristband or necklace. An ansible-like device exists in all communities allowing a network akin to the internet of Earth to take place, and one ansible-like device exists in the capital near the main gate to Earth, allowing some internet usage in the Realm.

Peoples[edit]

The ten races cohabit the Lattice.

Android - The newest of the races, the androids are difficult to differentiate from the other races in that they can look like any of them based on how they are designed at creation. One android may look like a female human, another a male dwarf. But there is a way and it is the eyes. All androids eyes are solid white and give off a faint glow in the dark.

Catfolk - Divided into Desert, Jungle, Mountain & Savannah ethnic groups, the catfolk of the Lattice are not too dissimilar to the 'catgirls and catboys' that populate many Earth stories. Generally highly dexterous but prone to aloofness, the catfolk are both proud and flighty.

Drakefolk - One of the rarer peoples, drakefolk come in Brass, Green and Red varieties. They get their name from their looks and oral traditions speak of how they are descended from dragons. However, unlike part dragons of Earth stories, they cannot breath fire nor fly. They do sport a lizard-like tail and horns and are on average taller and brawnier than the other races.

Dwarf - One of the more reclusive races, dwarves tend to live in the ground, either in small hill forts, mountain citadels or winding tunnel cities. The ethnic groups of the dwarves are Deep, Hill, Ice, Mountain & Sea. Deep dwarves delve deep beneath the ground, their homes simple corridors as they seek riches. Hill dwarves are the most numerous and can be found not only in the hills that give them their name but in major cities. Ice dwarves live in polar regions with their domesticated polar bear mounts, being nomadic in the summer and burrowing in the winter. Mountain dwarves craft some of the finest goods in the Lattice, but are highly insular as they live in reclusive mountain delves. Sea dwarves are the submariners of the world, having taken to building homes in mighty domed cities beneath the waves, though they tend to live in pristine but mighty lakes.

Elf - The third most numerous race after humans and halflings, the elves are beautiful by even Lattice standards. Dark elves live like Deep dwarves but build literal cities in the dark beneath the surface. Despite a cruel and dark history, they have since calmed some and have joined their brethren above. High elves live in the mighty cities of the world, often turning to art, education or magic. They get their name from being the tallest of elves, topping out on average at 5'11". Jungle elves live in, well, jungles, their tanned skin and light hair making them seen as comely to many. They live in small villages, usually of fishers and fowlers, but many more work with tourists to the region and teach them about the locales they call home. Snow elves live in nomadic bands wherever snow may be found, often in the extreme north or south. They are reclusive, only allowing outsiders in their communities for no more than a season, and very very few leave their ancestral lands. Wood elves are naturalists first and foremost. They have abandoned most magics for those of a natural bend, forming beautiful cities of wood and crystal and working living plants into their (highly revealing) clothes.

Fey - Not as common as many other races, fey can be found pretty much anywhere at anytime. Gnomes are most likely to settle with the other races, and their humor and joviality often lighten even the harshest of moods. Pixies are smaller than even halflings, and though their wings can't carry them for long distances they do allow small bursts of flight or gliding. Both are often tending natural surroundings, either in city parks, the hottest deserts or the deepest forests.

Foxfolk - With ears, tails, wit and charm, foxfolk blend in with many other races well. Arctic foxfolk often band up with Ice dwarves or Snow elves on hunts, often acting as middlemen in trades with the other peoples of the Lattice. Corsac foxfolk live in semi-nomadic bands of clans, and their leather work is sought the world over. Fennec foxfolk are only slightly taller than halflings, and their large ears often make them odd looking but they are friendly and caring and live in large family groups headed by elders. Red foxfolk are the most likely to live in the cities of the other races and are seen as wise and witty companions.

Halfling - The second most populous race, halfling populate almost every corner of the Lattice. Greenthumb halflings are farmers bar none, able to grow foodstuffs many times larger than almost any other grower. Swiftfoot halflings are the smallest but have a unique racial trait of being double jointed and almost abnormally fast. Tallfellow halflings are the most numerous, often acting as traders or tradesmen.

Touched - About as rare as the fey, the touched carry unique traits that their mythos say were given to them by their gods. Bright touched have bronzed skin and large bird like wings which, like fairies, give them short bursts of flight and they are often pious folk. Cloak touched have wings more akin to bats, and their skin range is akin to humans. Their ears are bat-like though, easily differing them from the Brights from a distance.

Humans - The most numerous and widespread, humans easily dominate the Lattice by sheer number and diversity. A strange quirk of nature, they are divided into 20 ethnic groups which most closely resemble the following human ethnicities: Arabic, Atacama, Balinese, Berber, Czech, French, Gurage, Han, Hindi, Irish, Kru, Maya, Merina, Persian, Shoshone, Spanish, Swedish, Thai, Turkic, & Yamato.

Worlds[edit]

Annuna the Ringed[edit]

Info & Trana

Chanda the Blue[edit]

Info

Eriticia the Daughter[edit]

Info & Bina & Vona

Feron the Protector[edit]

Info & Kathon & Brethoron

Holtin the Scarred[edit]

Info

Ilrion the Timekeeper[edit]

Info & Masrab

Jendara the Witch[edit]

Info & Perale

Kenderh the Peaked[edit]

Info & Dzuth & Siluth

Morath the Monster[edit]

Info

Oltaea the Mother[edit]

Info & Iosa & Nurla

Repano the Quick[edit]

Info & Weido

Setov the Sage[edit]

Info & Greilov

Uvan the Red[edit]

Info & Obron & Agilon

Vaalk the Wild[edit]

Info & Etida

Technology[edit]

Overview[edit]

Info

Ansible[edit]

Info

Spelljammers[edit]

Info

Mecha[edit]

Info

Armaments & Armors[edit]

Info

Magic[edit]

Within the Lattice is the Order of Mages, the guild of magic users. It is divided into a hierarchy of apprentices, journeymen, masters and then the grand masters. Each school, of which there are 15, are headed by three grand masters.

Each school has 4 levels of spells, which are equivalent to one's rank within said school. The spells therein are divided into 5 classes- Easy (or 'at-wills'), Intermediate, Expert, Utility and Ritual. Easy spells require no prep beyond simple memorization. Intermediate require more focus, a better understanding of the school and sometimes a minor reagent. Expert spells are elaborate and highly effective, but also taxes ones body severely and require reagents and sometimes focuses to cast. Utility spells are elaborate but fairly cheap spells requiring no more than time and focus to eventually master. Ritual spells are the most potent, always requiring multiple magic users and highly expensive reagents, as well as time in the matter of several minutes up to days to cast.

Spell scrolls are often sold through the respective colleges, and magical items are common though typically very weak in their effects. Some of the most widespread are the spelljammer ships, the ansible relays, the Android race, and healing arrays in hospitals. Other items will be listed within their respective schools below.

Animal[edit]

Info

Body[edit]

Info

Communication[edit]

Info

Divination[edit]

Info

Enchantment[edit]

Info

Elemental[edit]

Info

Healing & Restoration[edit]

Info

Illusion[edit]

Info

Mind[edit]

Info

Movement[edit]

Info

Necromancy[edit]

Info

Plant[edit]

Info

Protection[edit]

Info

Song[edit]

Info

Technology[edit]

Info

Sorcerer Lord Konrad[edit]

Powers[edit]

Info

Wives[edit]

Info

Familiar & Friends[edit]

Info

Role in Governance[edit]

Info

Cultures[edit]

Overview[edit]

Info

Government[edit]

Info

Major Festivals[edit]

Info

Adventuring[edit]

Info

Flora and Fauna[edit]

Info