Magical Realm Cyoa/Aventyr
The Realm Wizard of Aventyr is Ms Alexandra Dalay
Build[edit]
Complications: Trapped!, Artefact
Demiplane: Area Increase 4 (Mars-sized)
Planar Features: Insertion, Gateways 2 (500), Transient, Protection 2, Assimilation
Population: Population Increase 5 (300,000,000)
Inhabitants: Attitude Adjustment. Culture & Customs, Pretty Population, Population Demographics, Population Longevity, Extrahuman Population
Technology: Technology Upgrade 6 (~2430-2440)
Magic: Magic Upgrade 3
Society: Aesthetics, Public Education, University, Diplomatic, Mercantile, Wealthy, Industrial, Technomagic, Infrastructure, Sanitation, Secure, Healthy
Cultural Affinities: Music, Theatre, Art, Literature, Nature, Intellectual, Mechanical and Inventing, Alcohol and Drinking, Food and Cooking, Sexual, Warfare and Festivals
Environment: Cosmic Adjustment, Landscape Adjustment, Fertile, Rich, Exceptional Materials, Fauna & Flora 2
Adventure: Dungeons 3, Afterlife, Theme
Capital: Lifestyle Upgrade 1, Automatons 2, Influence 2
Personal: Immortality, Shape Shift 1, Tongues, Memory, Peak Condition
Powers: Psychoactive Awakening, Geas, Healing, Enchanting, Nullification
Companions: Waifu 1
Ascendance: Not Interested
The Land[edit]
Aventyr is the size of Mars, with rolling hills, high mountains, a great desert and sweeping plains. Great oceans separate the continents into distinct realms that form the domain of each of the six all-female, lesbian races of Aventyr.
There is not a single sentient male in the world, but that's perfectly fine.
Geographical features change often, even roads, which always end up at the same destination, even if the journey is different. The only consistent manner of travel are the gateways that link all of the capitals with each other. There are automobiles, electric as opposed to combustion, and they are driven by the automatons. Automatons handle the work of their masters with silent obedience, providing the materials and foodstuffs that fuel the realm. The level of technology is the equivalent of late 24th-century Earth.
There are 5 continents: Vartabuk, Daeyangumi, Delajaet, Prumeria and Lidessous. There are 14 countries on those continents, Norrabod, Stark Fausten, Kaltvori, Upova, Zielki, Kohara, Zacke, Kesa, Dalibruck, Prumeria, Daeyangumi, Schwachterate, Souverte and Apevrir. Prumeria and Daeyangumi are continents that are countries, while the rest are smaller islands, are barely connected or split a continent.
The Creatures[edit]
The Bazhen is a gigantic, lumbering omnivorous creature, found on the broken continent of Delajaet. It has a thick leathery hide with patches of fur, as well as large tusks and horns. It is aggressive and will attack anything that it detects, fortunately its small eyes, ears and nose mean that discreet movement is undetected.
The Makili is a predator of the deep sea, about the same size as a Bazhen, but very fast. It has excellent low-light vision and rarely ventures near the surface. It is aggressive, using ambush tactics and overwhelming force to capture its prey; but its omnivorous diet sustains it during bad spots of hunting.
The Illithal' is a deer-sized herbivore that uses its tentacles to pluck fruits from trees and claws to dig up roots; its antennae are sensitive enough to detect movement from predators and the like. It is not aggressive, seeking to run away rather than fight. They are found on Delajaet.
The Bizhi is a carnivorous and amphibious creature, commonly kept as a pet by the Merr. They are native to the Daeyangumi continent and are not aggressive to people.
The Karnicore is a very aggressive and carnivorous creature found on Delajaet. It has very strong jaws and claws and can chase down everything without wheels.
The Kalak is a small, bird-like creature native to Vartabuk. It uses its long tongue to gather nuts, fruit and even insects, and is not considered aggressive; it tends to be shy around people.
The Rhikha is a horse-sized herbivore with a large horn, capable of running almost as fast as a Karnicore. Decorative fleshy plates adorn its body, in all different colours and shapes. With some training and trimming the Rhikha can be ridden.
The Awrya is a large floating giant, with large pouches of gas providing blimp-like flight for the creature. Native to the skies of Prumeria, they use photosynthesis and appear to be both plant-like and animal-like. They are not aggressive and seem to know not to stray too far from Prumeria, despite no apparent outward sensory organs.
The Friilo is a tiny herbivore that eats nectar and pollen, and is native to the watery parts of Daeyangumi. Often kept as pets, they are not aggressive and many have a bond with their owner.
The Caecu is a rather nightmarish creature, with an excellent sense of smell and antennae that detect most likely prey it encounters. It has fast reflexes and is very agile, able to scale trees with its sharp claws. It is native to Delajaet and is incredibly aggressive, and a loner animal.
The Keppa is a herbivorous creature that uses photosynthesis to a minor degree, and is a living fungus/plant. It absorbs harmful toxins and purifies the air around it. It is not aggressive and is found in and around the forests of Vartabuk.
The Mukka is an ugly, leathery-skinned herbivore native to Lidessous, it is rather slow and lazy and never aggressive.
The Pukkalo is a large fin-shaped aquatic creature that filter-feeds, as well as eating just about whatever it catches in its net that it drags behind it. It exhibits some intelligence and seems to know how to find food.
The Azhilov is a somewhat amphibious creature, able to get around on rocky shores and sandy beaches. It eats sea-based animal and plant life that is smaller than it, and is about the size of a human. It is native to the waters around Daeyangumi, and navigates with the pits on its nose, that detect electric impulses; as well as its tiny eyes further back. Its sense of smell is quite good in the water.
The Balnyo is a fearsome creature found upon Delajaet, and is a relentless predator with extraordinary balance thanks to its thick tail. Its large mouth can deliver a bit enough to sever limbs.
The People[edit]
The Aventyran races are the Harpies of Piekur, the Merr of Icamur, the Felni of Aripur, the Lamias of Laidur, the Humans of Conur and the Elves of Naishur. All of Aventyr speaks English, but they also speak their own languages. The Harpies speak German and Dutch, the Merr speak Korean or Japanese depending upon if you walk or swim, the Felni speak Spanish, the Lamias speak French and Latin while the Elves speak Finnish and Russian.
While outwardly identical to regular female, Aventyrans feature internal differences that make them easily identifiable. Parties and festivals are great get-togethers and places of music, art, intellect and sexual freedom, with the three great pastimes being inventing and engineering, philosophy, and exploring the ever-changing ruins and dungeons that permeate the realm.
Festival-goers partake in food, drink and sex of all kinds, while listening to beautiful music. Live theatre provides entertainment for all ages, with plays for adults on weekends. Many great technologies for adventuring have been invented, or will be soon. The attitudes of the races are all friendly and helpful, not catty or snaky. There is a magical means of reproduction that works only with women. There are people who manage The Cube, ensuring that the inmates are safe and on the path to redemption.
Common interests among Aventyrans include science, philosophy, art, music, inventing and engineering, cooking and eating, partying and festival-going, and sex.
Warfare is one of the great spectator sports, with the Robofighter Championship pitting the engineering, tactical and fighting skills of Aventyrans against each other for the title of Robofighter Champion.
Robofighter Championship
The Robofighter Championship is held every 10 years on the Northern-most continent of Aventyr, the only one without a capital located on it. Out-realmers are welcome to compete, assuming they limit their tech to Aventyran level to preserve fairness in the competition. The Robofighter Championship pits 40 fighters against eachother in an FFA-style match, until 20 have been knocked out. The 20 remaining will then pair off and the winners go through to the next round. These 10 will then fight in the quarter-finals, and the 5 winners go through; viewers, spectators and the viewing audience then votes for the 6th to go through, from the 5 that were defeated. In the semi-finals these 6 will pair off and fight until 3 remain. The grand final is an FFA-style match between the 3.
Dueling is a popular pastime, often using blunted metal or wooden blades, serious matches are conducted with sharpened blades to first blood. Aventyrans have a magic-fueled healing capacity that prevents scarring from minor wounds, so there is no visible damage from this.
Wrestling is a very popular pastime, with humans, lamias and felni competing and practicing in the land version. The merr prefer Tsukamu Chaegi; simply described as wrestling in the sea. With no pesky things like gravity to interfere they use a number of grappling techniques and submission holds; "down for the count" is an alien phrase here.
Various forms of martial arts, along with yoga and similar forms of exercise are widespread, with both women and girls training.
Shooting is a recent hobby that has taken off, with many different forms: hunting, target shooting, long distance shooting, 3-gun and various non-lethal team-based games. Firearms are widespread in Aventyr, with every adult carrying one on their person.
History[edit]
The beginning of Aventyran history was for the most part peaceful, with only a single race of people, with technological progress abounding. Science was approaching the singularity, up until the great mistake. This mistake was never recorded, and historians and philosophers today will debate for weeks at a time as to the nature of the mistake. The only thing known about this mistake is that it is the direct cause of the Division. The event that split one race into six. Many of the newly-created races committed suicide in the aftermath, but those that remained stuck together and shunned those that did not look like themselves. While this is looked down upon today, back then it was fear and confusion that ruled, with outsiders met with hostility. Fighting between the new races caused emnity, but spurred technological progress in the name of domination. War became a way of life, with every girl learning to swing a sword and shoot a bow before their tenth birthday. Some places had martial arts developing, while others melted into the shadows, striking while unseen. The automatons were largely intact, yet were unable to be used for war due to programming. This made them suitable to performing the needs of Aventyr but not their demands. Many different wars were fought between the different races, until none of the original Aventyrans remained. In the space of a few thousand years hundreds of generations were born and killed, with the full extent of their new longevity not becoming apparently until much later. As time went on communications between the new races were established, and over time the barriers were broken down, while fighting was slower to come to a halt. Some prejudices were maintained longer than others, but today both the overall unity and the technology of Aventyr is approaching that of history's peak. Most of the racism and hatred has subsided but the capital cities still remain relatively racially pure, though this is changing with the newer generations born into peacetime.
The people of Piekur were in the mountains when the Division happened, because of this they developed bird-like features and their skeleton melded with the ores around them, resulting in a skeleton that is significantly lighter yet as strong as the skeleton of a human. The colour of both their hair and their feathers have become legendary, with bright hues and shades of every colour imaginable.
The people of Aripur were in a lush green land, which was ground zero for the Division. This caused the continent to shatter and the land around them to become a desert, with hardly any greenery. While the land changed, so did the surviving flora and fauna. No longer fragile, it thrives in the sun and sand, and the people themselves are cat-like, one of the creatures native to the land to which they developed a likeness. The hills and mountains typically have forests in their shadow.
The people of Icamur were at aquatic research stations when this happened, and gained fish-like traits as a result. The main feature is the fish-like tail from the waist down, which can change into legs given enough focus. Inexplicably the Merr can breathe both in air and in water with no visible indication as to how this is; no gills can be seen on their necks or the sides.
The lamias of Laidur were in and around reptiles and snakes when the Division occurred which lead to the development of a snake-like tail many times their original size, and the alteration of their circulatory system to partially cold-blooded. With this comes to ability to manipulate their metabolism, enabling them to hibernate when the weather becomes too cold for them. The ones that remained human were the lucky ones, in the beginning. They did not change anything, nor did they gain anything of note. They were at the very centre of the Division, yet remained unaffected even as those around them mutated and changed.
The elves of Naishur were the most drastically affected, as they were in the forests of Metsa when the Division changed them, and merged them with the trees around them. Their skin darkened to a deep chocolate brown, while their eyes and hair become leaf-green. Their ears took a branch-like length and they became slender and tall. Following their change they became closer to nature, viewing the forests of their home as much more, close to cousins to them now. Recent times have them developing almost all of Aventyr's technology in an environmentally-friendly way, or at least making all others follow their code of ethics regarding side-effects.
Education[edit]
The head university of learning is the Academy, which teaches mastery of everything from philosophy to science, music to literature, and even acting and performance. Great thinkers tour Aventyr, speaking to audiences, and may even travel with musicians or theatre groups. Scientists are well-funded, and make great strides in all different fields.
The Mechanischa is the school that teaches the arts of engineering, inventing, technomagic and general mechanics. The first graduates attain the rank of Tinkerer, while further studies grant the rank of Mechanic. The final tier of education grants the rank of Engineer.
Education is free in Aventyr, with teachers and students doing it for the love of learning itself, with monetary concerns coming later. Since menial and labour jobs are filled by automatons, this frees up the citizens of Aventyr to pursue higher goals.
Magic[edit]
The magic of Aventyr is not seen as something an individual can use, like a witch or wizard, but as a force to be tapped into, like electricity. It is used to power devices that defy regular physics or for which electricity is unfeasable as a power source. The mechs built for the Robofighter Championship are one such example. Many devices run on magic for convenience, and it allows for crystal-clear, instantaneous transmission of information or speech.
Assimilation[edit]
The assimilation begins after an immigrant first comes to Aventyr, and will instantly transform them into an Aventyran. 6 months later, mental and psychological changes will have taken root and the new immigrant will forever have a new home. The assimilation process cannot and will not be performed upon an unwilling recipient, thus ensuring that anyone changed will accept it entirely.
The Realm Wizard[edit]
The Realm Wizard is Ms Alexandra Dalay, a Human of Conur. She has a minor estate that houses herself and her wives. Ms Dalay is a favoured and respected member of society. Her status is of the Voice of Aventyr, under her benevolent guidance the leaders of Aventyr work together to forge a better future. She heals those who manage to injure themselves, and will revive those who did not die willingly. Ms Dalay has also created the Vorota network, linking cities and friendly places together. Each Vorota is operated by a dialling device and uses an address system to connect to a gate.
Reproduction[edit]
Aventyr has an entirely different system of reproduction than humans, with a working homosexual system. One of the main physical differences from humans all Aventyrans share is the lack of ovaries, since they are not needed. Magic is used in place of the standard method, with sex magic generating sex energy called Naidavirta that contains the information required to reproduce. This magic cannot be transmitted except by vaginal or anal sex. Direct skin-to-skin contact is inefficient and wasteful of the energy, so instruments are often used. These instruments are often called sex toys, and the Godemiché is the most common. It directs the Naidavirta into the receivers womb, where it is collected until the amount deposited, by often many donors, reaches critical mass. As the energy gathers, the belly of the mother will increase, but even just prior to critical mass will only look a few weeks p To give birth, the mother will then concentrate and try to push the Naidavirta out, in a way similar to regular childbirth; sans pain. Up until now there was no child, only energy. The child created from this ritual has features similar to all donors, but heavily resembling the mother. Devices can be made to increase critical mass, allowing for more than one child to be born; however they will be identical twins.
Aliances, Trade and Interaction[edit]
Currently Aventyr is allied with Sapphoshire, with very similarly-minded inhabitants, as well as other friendly realms.
Rehabilition and Penalty[edit]
A prison dimension that exists separate from Aventyr proper, with a physical Cube that corresponds to the dimension in the care of the Sentinel
A giant cube with 5x5m rooms, its configuration shifting every 10 hours. Each sentenced inmate is assigned a combination that will allow the guardian spirit named the Sentinel to retrieve them. While interned in the Cube, inmates are left to wander the expanse of connected rooms. The entire Cube is an anti-magic field, which nullifies the magic of inmates. Methods of escape include being released from the outside, and learning your lesson for why you're inside. Located in an out-of-the-way place in a dungeon guarded by the Sentinel, it is not something Aventyrians must look at. Anyone with an inmate's assigned combination can release them by entering their combination, but it is not written down anywhere. To assist in rehabilitation, I have placed a geas on the Cube that will quietly influence inmates in the right direction.