Voting has reset for the month of May. Valucre is in the top 10 but we aim for the top 3 for maximum visibility when people land on the home page of the topsite. If you want to help new members discover Valucre, vote for us daily.


Register now to gain access to the World of Valucre. Once you do, you'll be able to contribute to this site by submitting your own content or replying to existing content. You can ask questions before signing up in the pre-registration threadexplore the world's lore in the Valucre Overview, and learn all you need to know in five minutes by reading the Getting Started page.

Valucre: An Overview




Valucre differs from RP sites 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 levels going on at once.

Valucre is a 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.

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 below is subject to change as it gets used and holes or contradictions revealed.

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.

The World

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. 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, and has complicated cartography for ages. Different nations may keep different calendars for religious or cultural reasons but also keep track of 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).

The Nations

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 scifi (like Renovatio or Alterion).

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| AMA | Quests | Artifacts

Terrenus is a sci-fi / fantasy setting, the birthplace of magitech, Gaianism and submarines.

Board Leader: supernal and desolate

Genesaris| AMA | Quests

Genesaris is a high-fantasy with modern elements setting, the birthplace of airships and Altus Arcantium.

Board Leader: The Hummingbird and Acies ab Vesania


Orisia is a traditional fantasy setting run by a vampire queen. It is an island to Genesaris.

Board Leader: Pasion Pasiva

Tellus Mater

Tellus Mater is in the south-east and is made up of several separate territories.

Renovatio| AMA | Quests

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.

Board Leader: Jesus Negro and Aleksei

Alterion| AMA | Quests | Artifacts

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. 

Board Leader: paradigm and Syncopy

Elendaron | AMA

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.