Magical Realm Cyoa/Aventyr

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The Realm Wizard of Aventyr is Ms Alexandra Dalay


Build

Complications: Trapped!, Artefact

Demiplane: Area Increase 4 (Mars-sized)

Planar Features: Gateways 2 (500), Division, 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 4 (Modern Age)

Magic: Magic Upgrade 2

Society: Aesthetics, Public Education, University, Diplomatic, Wealthy, Industrial, Technomagic, Infrastructure, Sanitation, Secure, Healthy

Cultural Affinities: Music, Theatre, Art, Literature, Nature, Intellectual, Mechanical and Inventing, Gaming, Food and Cooking, Sexual, Warfare and Festivals

Environment: Landscape Adjustment, Fertile, Rich, Exceptional Materials, Fauna & Flora 1

Adventure: Dungeons 3, Spirits 2, Afterlife, Theme

Capital: Lifestyle Upgrade 2, Automatons 2, Influence 1

Personal: Immortality, Shape Shift 1, Tongues, Memory, Peak Condition

Powers: Psychoactive Awakening, Geas, Healing, Enchanting, Nullification, Dominion

Companions: Waifu 1

Ascendance: Not Interested

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 of 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.

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.

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. 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.

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

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. Herstatus is of the leader of Aventyr, under her benevolent rule Aventyr prospers without conflict. The magic items she creates are status symbols of Aventyrian society. She heals those who manage to injure themselves, and will revive those who did not die willingly.

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.