Year 18,596 World Time | 596 World Time Abbreviated
Valucre is a play-by-post roleplay site which differs from many others in that it has no central story or plot, and also by not separating our members into skill levels ("basic/intermediate/advanced") or generic genres ("fantasy/scifi/medieval"). It is a persistent global setting capable of supporting (nearly) any type of idea with dozens of plots of various scales going on at once.
Valucre is a mild powers world made up of continents and territories, each major land usually managed by a board leader who is creating artifacts, quests, events, and approving canon activity. The canonization process is the rubric against which threads submitted for canon are judged and is not required or expected for every roleplay on the site. Just the ones that seek to significantly impact the canon setting, and so comes with a few requirements which regular roleplay on Valucre doesn't have.
An abundance of storylines and major and minor events (both staff and member created) can be found on Valucre. This world is expansive, and driven by the players and their characters. What you decide to write, the actions you decide to take, can have as much or as little impact on the surrounding world as the effort you choose to put in. If you need a little help creating a character, we have an optional guide that many members have found useful - character creation guide.
Magic and Technology
Valucre is a fantasy setting where magic and science have evolved separately but in parallel. This results in areas which vary drastically from one another. In a single nation you can have areas where people use coal and oil, other areas where they use steampunk machines - one area where magic is sacred and divine, and another where it is used for convenience.
Below is a list of magical Laws that will act as the foundation for Valucre's universal magic system. It is general and open by design to allow members to still use any system they please, as long as those systems adhere to mild powers, with those players who observe the laws having greater canonical backing. Board leaders may have local systems which will override the universal system, or have additional laws for their area. Like any system, the laws are a 'living document' and subject to change.
Laws of Magic
Law of Chaos: Even with proper observance of the Laws, magic is chaotic and dangerous by nature. Spells can go awry. Spell Permanency is a new and specialized field that can only guarantee longevity to within an acceptable margin. The longer a spell goes on the higher the chance it will go awry.
Law of Methods: Methods for manipulation of magic so far include written words and symbols (including glyphs and runic formulas), spoken words and rhymes, color theory, music theory, hand symbols and gestures, esoteric components, and direct energy manipulation. These are all considered means by which a caster can negotiate arcane intent.
Law of Equivalent Exchange: All magic carries comes with a cost. This is usually seen as the consumption of material spell components but can also be seen as physical damage (bruises, cuts, disfigurement, etc), intangibles (sanity, memories, emotions, and in particular secrets), accelerated aging, and in extreme cases even death. Casting magic in a group mitigates this effect.
Law of Arcane Inertia: With rare exception, spells that are cast will remain cast as long as conditions supports their existence. A fireball will burn out with lack of fuel but will not randomly disappear. A curse will remain until its neutralized (or its respective energy source runs out). Contrast against Law of Chaos.
Law of Parallel Symbolism: "Like produces like" or "an effect resembles its cause". It is easier to produce a fire effect from a spell focus related to the base element (coal, a phoenix feather, etc) than an unrelated or neutral component (earth) or diametrically opposed component (water or ice).
Law of Contagion: Objects in contact become entangled and the contact persists over distance but attenuates with time. This law is commonly applied in voodoo, allowing a magician to perform spells on an item and produce an effect on a person or place. Contagion is affected by tangible variables like how many people contacted the item, for how long, and whether the item is part of the target (hair, skin, blood provide a stronger link than clothing). Intangible factors like sentimental attachment and emotional trauma are also a factor. Contagion links can also be semantic or metaphorical.
Valucre is twice the radius of Earth and, like Earth, is made up mostly of water. For simplicity's sake, Valucre has similar seasons, weather, atmosphere, flora, fauna, etc. Valucre's creatures are also open by design, meaning that while nations may have their own bestiary index, their own unique creatures or versions of existing creatures, players are not limited to these and can create their own as long as they adhere to mild powers.
Despite a high level of scientific understanding among its people, the presence of magic has confounded every effort to get an accurate measure of the planet's age beyond a certain point, and has complicated cartography and archaeology for eons. Different nations may keep different calendars for religious or cultural reasons but also keep track of a universal World Time. The universal calendar shared throughout the nations indicates that Valucre is in its 18,596th year World Time (WT). Colloquially this is referred to as 596 WTA (World Time Abbreviated, cutting off the millennia digits). For simplified timekeeping purposes, Valucre advances at a rate of 1:1 with the real world.
Every continent or territory favors a major theme, meanwhile participating in the shared world of the other locations. This means that while one location on the planet can be high fantasy (like Orisia or Elendaron), another can employ magitech and airships (like Terrenus and Genesaris), and another still might favor futuristic scifi (like Renovatio or Alterion). Because of the complex interplay between magic and technology it's difficult to say that one nation is more 'advanced' than another since different means can be employed to similar ends.
Keep in mind that these descriptions are not meant to isolate one setting from another and that your character can travel freely between each location, having to surpass obstacles magical and mundane. Also keep in mind that settings have a general theme but are not restricted to that theme. Considering these continents occupy the same world, expect to see some truly odd and wonderful sights.
To learn more about a location click on the name, and if you have questions visit the Ask Me Anything (AMA) of the location.
Terrenus is a sci-fi / fantasy setting, the birthplace of magitech, Gaianism and submarines.
Genesaris is a high-fantasy with modern elements setting, the birthplace of airships and Altus Arcantium.
Orisia is a traditional fantasy setting run by a vampire queen. It is an island to Genesaris.
Board Leader: Pasion Pasiva
Tellus Mater is in the south-east and is made up of several separate territories.
Renovatio is highly scifi and is a landmass which floats ~3.7 miles in the air with a port for its airships stationed between the two territories.
Alterion is a staunch blend of sci-fi and science fantasy with a good deal of dark horror for flavor. It is the birthplace of combat alchemy and home to the Crystal—an extra dimensional being worshiped as a god.
A combination of medieval and fantasy.
Board Leader: Mickey Flash
Not a part of the canon world of Valucre. Alternative is where members can go to host roleplay that wouldn't fit in the world of Valucre. Roleplay that takes place on other planets, on modern-day earth, or that surpass the mild powers limitations of Valucre can be hosted here. Roleplay here must still abide by the code of conduct.
Edited by supernal