Magical Realm Cyoa/Aventyr

From 2d4chan
Revision as of 10:11, 20 July 2014 by 1d4chan>Saphventurer (The People)
Jump to navigation Jump to search

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.

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

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

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 language. The Harpies speak German, the Merr speak Korean or Japanese depending upon if you walk or swim, the Felni speak Spanish, the Lamias speak French and the Elves speak Finnish.

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.