Magical Realm Cyoa/Aventyr
The Realm Wizard of Aventyr is Ms Alexandra Dalay
Build
Complications: Trapped!
Demiplane: Area Increase 4 (Mars-sized)
Planar Features: Gateways 2 (500), Division, Transient, Protection 2, Assimilation
Population: Population Increase 4 (50,000,000)
Inhabitants: Attitude Adjustment. Culture & Customs, Pretty Population, Population Demographics, Population Longevity, Extrahuman Population
Technology: Technology Upgrade 3 (Mid 20th Century)
Magic: Magic Upgrade 1
Society: Aesthetics, Public Education, University, Diplomatic, Wealthy, Industrial, Infrastructure, Sanitation, Secure, Healthy
Cultural Affinities: Music, Theatre, Occult, Art, Literature, Intellectual, Mechanical and Inventing, Food and Cooking, Sexual and Festivals
Environment: Cosmic Adjustment, Landscape Adjustment, Fertile, Rich, Exceptional Materials, Fauna & Flora 2
Adventure: Dungeons 3, Spirits 2, Afterlife, Theme
Capital: Lifestyle Upgrade 2, Automatons 2, Influence 2
Personal: Immortality, Shape Shift 1, Memory, Inspiration, Peak Condition
Powers: Psychoactive Awakening, Geas, Healing, Enchanting, Scrying, Nullification, Dominion
Companions: Waifu 2
The Land
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 eachother. 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 mid-20th-century Earth.
The People
The Aventyran races are the Harpies of Piekur, the Merr if Icamur, the Felni of Aripur, the Lamias of Laidur, the Humans of Conur and the Elves of Naishur.
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.
There are spirits that act as caretakers of the world, managing the safety of the world, dungeons and The Cube. 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.
Common interests among Aventyrans include science, philosophy, art, music, inventing and engineering, cooking and eating, partying and festival-going, and sex.
Education
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. Occult magics are common, and are an elective in the education system. Other interests have higher education available, but music tends to be something you have or you don't.
Assimilation
The assimilation begins after 6 months of staying in Aventyr, with mental and psychological changes taking root. After 9 months have passed the physical changes will begin. The midnight of the end of the 12th month of your stay will make you a permanent Aventyran. However if you leave before then you will slowly revert to your original form.
The Realm Wizard
I have a minor estate that houses myself and my many wives. I act as a favoured and respected member of society. My status is of the leader of Aventyr, with my benevolent rule we prosper without conflict. My magic items are status symbols of Aventyrian society. I heal the injured, and can usually see when my aid is needed.
Aliances, Trade and Interaction
Currently Aventyr is allied with Sapphoshire, with very similarly-minded inhabitants
Rehabilition and Penalty
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.