Magical Realm Cyoa/Sol Lattice
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