Magical Realm Cyoa/Sauros
Sauros - a land of near-unending tropics and a variety of natural wonders. This realm's Wizard, known as No-Scale the Runner, can be found wandering the lands with his familiar, Cain. One might come upon them exploring a cave, healing the wounded, or perhaps even visiting another realm they find appealing. Every so often, No-Scale appears on Earth, mostly to visit his old human friends, meet with other Realm Wizards, or perhaps simply to remind himself of what makes him human.
Build
The Original Build
Area Increase 3 [5] - 95 left Gateways 1 [1] - 94 left Protection 1 [3] - 91 left Assimilation [3] - 88 left (No mental assimilation, but you'll get used to the heat quickly and probably gain a sweet tan. Also, white hair on youngin's for some reason, but the hair will otherwise remain young.) Population Increase 3 [6] - 82 left Attitude Adjustment [1] - 81 left (Restless, given to wandering, but not very ambitious. They mostly just have wanderlust.) Extrahuman Population [4] - 77 left (Various breeds of reptile-people live here, mostly based on ornithopod dinosaurs.) Metahuman Population [5] - 72 left (They can emit a damaging sonic attack if need be, whether it be a screech or a bellow.) Aesthetics [2] - 70 left (Their moving camps are something to see.) Sanitation [1] - 69 left (Surprisingly clean camps, even!) Mercantile [2] - 67 left (They'll trade their wares wherever they go.) Music Affinity [1] - 66 left (A nomadic life is always better with pan pipes, songs, and drums!) Festival Affinity [1] - 65 left (Festivals are fun.) Food Affinity [1] - 64 left (No meat, but you should see what they can do with berries, peppers, the occasional eggs, and so on.) Landscape Adjustment [3] - 61 left (Tropical grassland, conifers, inland seas, and cycad forests everywhere.) Fauna and Flora 3 [5] - 56 left (Trees that grow multiple types of fruits and vegetables on their branches and are borne by great tortoises on which the tribes move. These tortoises are also host to many smaller beasts, some of which are rather similar to dicynodonts and lay delicious eggs. Then there's the tiny flying snakes, the pinecones full of water, the list goes on.) Spirits [2] - 54 left (Their ancestor spirits have a habit of travelling with them until such time as they're ready to pass on. They also occasionally help out with some good luck.) Immortality [2] - 52 left Tongues [1] - 51 left Peak Condition [2] - 49 left The Journey [4] - 45 left Healing [2] - 43 left Enchanting [2] - 41 left Friendship 2 [3] - 38 left Familiar [3] - 35 left Guidance 2 [10] - 25 left
Sauros Redraft (Made w/the interactive document)
Demiplane: Area Increase 4 Planar Features: Protection 1, Assimilation, Gateways 2 Population: Population Increase 1 Inhabitants: Attitude Adjustment , Extrahuman Population, Metahuman Population Society: Aesthetics, Mercantile, Sanitation Cultural Affinities: Music Affinity, Art Affinity,Nature Affinity, Food Affinity, Festival Affinity Environment: Cosmic Adjustment, Landscape Adjustment, Exceptional Materials, Fertile, Fauna & Flora 3, Magical Phenomena Adventure: Spirits Capital: Influence 1 Personal: Immortality, Tongues, Peak Condition, The Journey, Memory, Awareness Powers: Healing, Enchanting, Inspiration, Spirit Walk Companionship: Friendship 2, Familiar Ascension: Guidance 2
The Land
Sauros... a land of natural wonders. Cavern systems full of strange formations, islands where geyser-like sprays of water surge up almost constantly, forests of cycads that freeze over for six months, and forests so thick with green few things can see through them, never mind moving through them. The fauna is diverse, though mostly reptilian in nature, and the sounds are a testament to the abundance of life. Inland seas and great expanses of tropics and grasslands provide a mix of the old and the only-slightly-newer that serves the inhabitants well. Migrants who decide to stay will find their bodies adapting to the climate and atmosphere, and their wills bolstered to meet the challenges of this wild land. Survival, and even thriving, will come more easily to them as time passes, and some skills will almost simply appear.
The People
The Saurosians are a peculiar people. Resembling ornithopod dinosaurs for the most part, they make their living in huts on the back of gigantic tortoise-like creatures. They are given to wandering, and their curiosity knows only one boundary - the skittishness of a prey animal. Their ability to amplify their voices to damaging levels when threatened provides them with some defense from predation, but it is the Hutshells they live on the backs of and the Roottusks they herd that protect them most fiercely. They are primitive, but intelligent, and somewhat quick to learn, and their wanderlust is likely to take them through the world's numerous Gateways towards contact with other peoples. Overall, their lack of technology and applied magic leaves them with little in the way of war-readiness, but war is not what No-Scale intended for his realm.
The Realm Wizard
No-Scale and his familiar Cain are often involved in the exploration and mapping of Sauros. While he does have a study located somewhere in the Realm, he does not spend much time there. When he does, it is often to add his latest findings to a map of Sauros, make contact with old friends from Earth (and old saurian friends from Earth's fiction), or