Shalcora: The World of Ten

Shalcora: The World of Ten

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Shalcora suffered from a daemonic invasion that lasted for Billions of years. The Daemons were defeated, and now only small pockets of them remain. It is a time for growth, a time for eager adventurers to seek out fame and fortune!

641 readers have visited Shalcora: The World of Ten since Fishbucket created it.

Introduction

The World of Ten

Written history in the world of Shalcora begins a mere fifty thousand years ago, though civilization is well known to predate that. The reason for this is that all life on Shalcora was nearly extinguished by the Daemonic hordes that invaded, issuing forth from the cold, bleak realm of The Pale. For billions of years, Shalcora was mercilessly and brutally ravaged by these terrifying monsters, whose endless numbers and seemingly random appearances tore down the strongest defenses of even the greatest civilizations.

Then, fifty thousand years ago, give or take a few decades, The last of life on our world faced extinction at Fort Last, an obviously named place. There, the last ten remaining species of sentient life on Shalcora huddled together in fear. Humans and Elves, Dwarves and Halflings, Orcs and Goblins, Scianni and Kobolds, Undead and Warformed. These final vestiges of civilization on our world stood together, desperately praying to their various gods and deities, all of which were silent.

Then, a human boy no older than fourteen years named A'Dolen, took up a sword and proclaimed to all the others that silently awaited their doom "I will not let my friends and family, their hopes and dreams, perish and be forgotten without protest or contest. If I am to die this day, then I shall do so teaching the daemon the cost of their crimes!" He strode forth into the battlefield and brought death to the hordes. Inspired by his words, and gripped by fearful hope, warriors of all ten races joined him in battle, and together they pushed back the endless horde.

History reports that, for forty five years after that, the last ten civilizations put aside all other claims and crimes against each other, and united in the all consuming goal of saving their world. Nine other heroes, one representing each race, stepped forward as A'dolen had. These ten led the armies of Shalcora against the horde, and drove them back.

But it was not enough to simply slay the abominations. The daemon, though they wielded potent weapons and possesed strong spells, were not in and of themselves invincible. No, what made them so dangerous, what had allowed them to bring ruin to the world was their sheer numbers, and their ability to pass into our world from any place, no matter how well guarded. The Daemon originated from The Pale, and thus the only way to defeat them once and for all was to seal that passage forever.

To do so, The Ten heroes each set off, taking with them those loyal followers and soldiers, to the strongest magical nexus points in the world. There, each of the ten set to the task of constructing a great tower, which would be enchanted with powerful spells and magics. Not only would each of the towers in and of itself be a powerful bastion against the hordes and whatever other evils it must face, but each one was tied to an incredibly powerful spell which would use the worlds own magical energy to shield Shalcora from The Pale.

The Spell was an unbelievably massive undertaking, and it took everything the ten heroes had to see it done. But through their sacrifices, Shalcora was saved, and the daemon horde was finally cut off from it's constant reinforcements. The next several thousand years reduced the horde to mere pockets of infestation.

Shalcora has flourished since then. Each of the ten towers soon became the center point of their own cities, each named after the hero that raised them. The ten races of the world, once hateful and distrustful of each other, have blended together in a cohesive society that, while not always perfect, has never degraded to the days where they would go to war with each other.

Now, the wide World of Ten celebrates new growth and prosperity, and while the people are no longer under threat of extinction, they have a long way to go before they might reclaim the glory of their lost civilizations. It is a time of expansion and glory, of adventure and exploration! Eager Adventurers ready themselves, for the dawn rises, and the future is bright!

The Races of Shalcora
Each of the Ten races of Shalcora have a unique culture and history, separating them from the others. At the same time, each of the races, due to their desperation and need to be able to fight against the daemon, have learned to overlap with each other, where some are strong in a way, cover the weakness of others in the same.

Humans
Humans are steadfast and determined, despite their many shortcomings and weaknesses. The Youngest race, Humans are more varied than any other race in appearance, mindset, and temperament. Being also the most prolific, Humans outnumber seven to one all other races. Despite this, they do not, generally, take to acting superior to others, mostly due to their physical limitations. Each of the other races excels particularly in one area or another, but where humans lack that specialization, they make up for it in the sheer determination and endurance they display in taking to a task. Most humans, when asked to do something, will neither falter nor step down from the task. For better or worse, they will see it done.
Human culture is characterized by it's variety and openness, Most humans are quite willing to share their works of art and music with other races, if only to brag about what they have created. One thing that most other races unanimously agree on is that humans excel as adventurers, far more so than any other race, thanks to their natural and insatiable curiosity.

Elves
Elves are longer lived than most other races, being outlasted only by the undead and warformed. The Elves, as a result, develop a slower, more subtle moving culture than other races. They are slow to rouse and tend to take a longer view of time and events than other races. They value wisdom and logic as the highest virtues of society, and as such many of them take to being scholars or artists. They tend to avoid working with the other races, but not, as some lower minded individuals of said races may think, due to their own feelings of superiority, but rather as a somewhat inherited fear and taboo. The Elven Hero Nerol was, according to his Diary which was preserved as a historical artifact by the elves, in love with the Human A'dolen. This love was doomed for any number of reasons, but prime among them was the difference in age. A'dolen was but in his sixties when his body, bruised and battered by the war against the daemons, began to fail. But Nerol, being an elf, suffered for over three thousand years after the love of his life perished and left him. Nerol killed himself in the end, his grief and loneliness too much for him to bear.
Such is the way with most elves and their aloofness to the other races, as they take to heart the lesson of Nerol. Elves, being so much longer of life than the other races, must take care not to become attached, less they suffer the pain of loss for far too long.
Despite this quality of their culture, Elves are not morose or solemn. They are in fact gay and joyous in their ways, acting on whim and fey recklessness more oft than not. They sing and laugh and paint and do many many enjoyable things, but they share these works with others only as public displays and other such mediums, for their hearts so ready to love and laugh with the other shorter lived races would break for the loss of cherished friends.

Dwarves
Dwarves hold Honor and Tradition to absolutes, and it is thanks largely to them that history remains as intact as it is. They are dedicated, as a race, to the preservation of history, and many dwarves become adventurers for the sole purpose of discovering and unearthing ancient ruins and the secrets of the past that lay within them. Historians, Teachers, even musicians, Dwarves take to such positions with fervor and dedication. Even the dwarven Hero Galanch, who was little more than a two pence bard, became renowned throughout the world based solely on the strength of his devoutness. Galanch was known for his faith in people, of all races. And while he himself was not a great fighter or potent spellcaster, he was an extraordinary leader and inspiration.
Dwarves are longer lived than humans, averaging around five or six hundred years, which is good they say because it gives them the time to ensure their projects are properly preserved against the passage of time, yet doesn't hold them so long that they themselves become relics of the past. To that note, Dwarves have a rather interesting take on death. They see it not as something to be either fled from or charged toward, but rather as just another task to be undertaken.
Dwarven society is divided into clans, and each clan is further divided into families. Each family is led by a matriarch and an Alfahur, which is the dwarven title for the oldest living male member of the family. The Alfahur is responsible for overseeing marriages and matchmaking, ensuring that the family is prosperous and proactive, while the Matriarch is responsible for the funeral procedures and the recording of each family member's life journal. A distinct feature of their culture is that every member of dwarven society is expected to record their thoughts and doings in a journal, which, at the time of their death, gets added to the family history. At Each Winter Solstice, each family gathers their records and presents it to the Clan Durthrimsvaargn, a sort of historian that specializes in this specific task. Thus, the Clans each record the history of their people, and the dwarven race as a whole ensures that none of them shall be forgotten, no matter how simple or seemingly insignificant their lives. It is a common dwarven Addage that "Everything that lives has a story to tell, and every story has a right to be told."

Halflings
Halflings are considered by most races to have a rather unfortunate lot in life, a belief not at all shared by the halflings. Halflings only live to around sixty years of age, making them the shortest lived race in all Shalcora. inspite of this, or perhaps because of it, halflings are far more energetic and outgoing than any other race. Rare will you find a halfling who isn't willing, and wanting, to explore or dance or drink or sing, and often you'll find them wanting to do all these things. Halflings live short lives, but no other race lives quite so energetically.
The shortest lived race are also the shortest race, rarely growing more than two feet tall. Everything they do they do with an absolute showing of themselves. Whether it's dancing or drinking, or fighting, elves give their everything, which is surprisingly more than you may think. The Halfling Hero, Winfellow, was legendary for the ferocity he displayed on the battlefield, at times being more terrifying than the daemons themselves. Of course later in life he became legendary for another aspect altogether, the parties he would throw in the Tower he had built.
Halfling Society isn't static, like others. Each Halfling Family tends to travel together as a pack, living never in one place, but rather roaming across the land. Their caravans are famous for the quality of goods they carry, and the entertainment they provide. The nomadic halflings are welcome everywhere in Shalcora, and while the littlest folk are shortlived, their gratitude is not. Anyone who ingratiates themselves with a halfling family can ALWAYS count on members of that particular family to come to their aid at the drop of a hat. Of particular note is the trial of Beskommen, in which an orc warrior was accused of murdering a lizardfolk child, Beskommen. The orc in question, Ogurm, was not guilty of the crime, but was being framed for it. Some years prior he had saved a halfling boy from drowning in a lake, and in gratitude for his actions the family hid him away for seven months. They also set off their own trackers and hunters to find the true culprit, and the skill with which they investigated the crime is STILL used as a reference for investigators and journalists.

Orcs
Myths and legends proclaim ancient orcs to be blood thirsty savages who pillaged and raided the cities and villages of the world, preying on the weak and defenseless. Not only are these stories baseless, but their entirely untrue and anyone at all will tell you so. Orcs may not be the most polite or refined individuals, but that has nothing to do with their intentions as is entirely a result of their culture. Orcs absolutely abhor lies and dishonesty, a fact that often bring sthem at odds with elves. They don't take well to trickery or subtleness either. In orc culture, if you don't have the courage to say what you mean when you mean it, then your considered childish, or in some cases, a coward. And Cowardice is a grievous sin for an orc. The Orc Hero Braxis is perhaps the most well known of the ten heroes, even more so than A'dolen. Braxis saved A'dolen and Nerol during one of the earliest days of the battle to save Shalcora, by standing alone against the entirety of the horde to give the two of them the time they needed to cast a spell to end the battle. Braxis fought with courage and bravery so great that he was thereafter referred to as one of the heroes.
Orc Culture is direct and straightforward, and while they themselves won't tell lies or play tricks, they do not get upset with or angry at other races for doing so. There are actually more Orc Diplomats in Shalcora than there are of any other race. Orcs uphold honesty, integrity, and honor, with zealous dedication. In addition to that, They train near daily in various styles of combat and warfare. Orcs make up the majority of the guard staff of the cities and crew of military vessels, their rigorous training and absolute loyalty making them ideal soldiers.
Aside from such military disciplines however, orcs have little to show for themselves as a society. They are considered the best in only two areas outside of combat: Singing and Cooking. Both of these are, for them, a necessity of their society, as orcs do not have written histories (though community leaders often work with dwarven historians to write down the oral songs and balads that tell their history), and all the hard work and military training leaves orc children absolutely famished.

Goblins
Goblins are probably the most unique of all races on Shalcora. They're a subtle mix of all and yet unlike any, and this lends them a great deal of mobility among the other races, politically speaking. Everyone treats with Goblins regardless of their own prejudices or predilections, and Goblins treat with everyone, having no qualm or inhibitions against doing so.
Short statured like halflings, green and grey skinned like orcs, stubborn in their traditions like dwarves, and even forward minded like elves. Goblins take after everyone, without getting annexed by anyone. Their own culture is based around trade, and rather than being led by communities or elders, organized into clans or families, goblins are instead bound by business contracts.
Every Goblin born is raised to adulthood at about seventeen by their parents, at which point they either seek out an apprenticeship, or are taken as one. Goblins don't mind who it is they learn from, so long as they're learning a decent trade. It doesn't matter to them if it's working metal, crafting jewlery, or even farming, they'll do anything that they can use to garner wealth. Now goblins do get called greedy from time to time, but such prejudice stems from ignorance and baseless hatred. Goblins are simply business minded, and they are absolutely profit oriented. Tis only the stout willed and silver tongued that can out haggle a goblin.
Every goblin is his or her own individual, beholden only to the master teaching them during their apprenticeship, and the customer paying them for their services otherwise. The Goblin hero Gnarsh supplied the other heroes with the weapons and armor for them and their followers by organizing his own army of smiths and leatherworkers, promising them fortune and fame for their efforts. Among the ten heroes, he's probably the least liked as a handful of his promises never did come true, but then, as goblins like to say "If you don't make a few enemies in life, your not living it right"

Lizardfolk
Properly called Sciann, Lizardfolk abhor being called such, seeing it as being equated to walking talking geckos and reptiles when, in their own fanciful beliefs, they're descendant from the ancient, and extinct, race of dragons. Nobody can prove them wrong, and so in polite society their high mindedness and lofty view of themselves is tolerated as a necessary inconvenience.
The lizardfolk are, as the term suggests, reptillian in appearance, with scales, tales, carnivorous teeth, and claws. Some of them have horns in various positions, and then some also change in skin color depending on their mood. They tend to be highminded and slightly egotistic, bordering on narcissism. Despite this they are incredibly dependable allies, so long as you can suffer to be reminded of how blessed you are to have a friend like them, constantly. The Scianni Hero Salutra was a powerful sorceress, and was in fact the one who came up with the spell that shields Shalcora from The Pale. Her Ingenuity and cleverness is well recorded and known, a point she's also known to have stressed constantly to historians.
Scianni Politics are unique in the fact that they're nonexistent. Lizardfolk don't turn to anyone as leaders or equals, and where they go they go alone, except when they must mate, which they do seasonally rather than at will. Scianni Mating seasons are marked by orgies and duels for honor and perceived slights, insults, and other petty things. The mating season causes such a shift in the personalities of lizardfolk that debauchery, adultry, and even incest become common happenings in the community.
As an unspoken rule of courtesy among the Scianni, what happens during mating season, is not mentioned outside of Mating Season.

Kobolds
If Goblins are Shalcora's preeminent merchants and traders, then the Kobolds are the workers and drudges. Simpleminded creatures, Kobolds are nonetheless incredibly valuable as workers, focusing on their tasks with single minded persistence. They're also quite clever with their hands, and indeed many of the worlds conveniences stem from Kobold cleverness. Goblins and Kobolds are quite well respectful of one another, as Kobolds neither understand nor desire to understand the methods and nuance to tradework, and since Kobolds are more than willing to work for basic food and shelter, goblins find them quite endearing.
Iago, the Kobold Hero, became legend not for feats in battle or ingenuity, or even for being inspirational. He became a legend for the simple act of working hard. He alone of all the heroes was present at the construction of each of them, determined to ensure that the towers would stand forever, to secure the future of the world against the Daemon. At each site, the towers had to be constructed in particular manners to ensure that they would not collapse or break down, or need constant repairs. In this regard, The Cleverness of Kobolds truly shone, for Iago designed each of the towers, making each of them unique to their location, allowing them all to stand and perform their duty. Without him, historians all agree, the towers might have taken hundreds or even thousands of years to complete.
Kobold society is simpler and more basic than any other. Kobolds don't like to handle currency or frippant things, seeing them as "Bad Juju". The average kobold stands at around three or four feet, and like lizards, they have tails, scales, claws, and sometimes horns. Generally the older kobolds have beards long enough to braid or plait or style otherwise, which they do with great enthusiasm. They tend to dress in simple, durable working clothes, with no jewelry or fancy decoration.
A unique trait of Kobolds is their life span. Not a single Kobold has ever lived past the age of two hundred years, without fail every one of their race dies at that fateful year. This, as far as any historian can tell, has always been the case. The knowledge has been taken and, as is the case with all things kobold, used to increase efficiency. Knowing exactly what year will be your last allows for rather precise organization of your life.

Undead
The undead and the warformed are a rather unfortunate race, born not of natural reasons, but out of the desperation that was the hallmark of the war against the Daemon.
Some civilizations, long since collapsed, became desperate for an answer to fight against the endless hordes of the daemon invasion. They turned to necromancy for salvation, using the dark sorcery to raise their fallen generals and commanders, their elite forces, and those others like them. While these desperate acts did not save the civilizations that performed them, they did provide a much needed edge to the heroes who worked ever so hard to turn the tide of the invasion.
The Undead are treated with a mixture of guilt and awe, as well as respect. All undead are, without exception, ancient warriors who fought in the daemonic wars. Their numbers are limited, and of all the races, they are the fewest, but all races look to them for answers to questions of the past. Their culture is entirely militaristic, comprised as they are of old soldiers. The highest ranking members are the Lord Generals, of which there are seven. The Ranks that fall below them are General, Commander, Knight Captain, and Knight. In general, the Undead do not ask for anything, nor do they require anything. They act primarily as aids and advisors to others, while some undead also serve as teachers and historians, roles at which they excel. A good number of them are also bartenders, an ironic pastime, since they can neither taste the drinks they brew, nor get drunk from them.
Lord General Xylose is the most revered of the undead, and the only one of the ancient heroes to still exist in the world. He is quite fond of reminiscing about the past, and most particularly about the exploits of his friends, most people who meet him liken him to a great grandfather doting on children. He see's all the people of the world as the children of his closest friends, and often insists that "You are the only reason I continue to step from my crypt every dawn."

Warformed
The Warformed are similar to the undead in that they were forged out of desperation during the ancient war. Unlike the undead however, The Warformed were created by taking the dead souls of common soldiers, peasants, and other victims of the daemons, and binding them to mass produced constructs of war. The process left the warformed with no trace of personality or real intelligence, indeed they seemed to be nothing more than simple automatons. But this misconception was broken when Faeral, the Warformed hero, saved the lives of thousands, suffering irreparable damage. The Ballad of the Hollow Knight is a favorite of many a tavern, telling the story of how, during the early days of the final resistance, a group of Warformed were charged with protecting an orphanage from the Daemons until they could be evacuated. The Daemons had always shown a terrible fondness of the flesh of the young, and so it was not long before these children came under assault. Wave after wave came, with each of the Warformed being broken and falling aside. The last one to fall, though it was struck and damaged again and again, refused to shut down, and continued to fight long after any other warformed would have failed to function. The story tells that one of the children, fearful for the hollow soldier, asked why he didn't just run away and save himself. To which Faeral is said to have replied "I will not abandon my family"
Historians argue about these points, as no one that was actually present is still alive to tell the truth of the matter, but all are in agreement that, over time, the Warformed developed personalities and identities of their own.
There are only, in total, fifteen hundred Warformed, where at one time they stood seven hundred thousand strong. The war claimed many, but over time some simply cease to function. This does not seem to concern the remaining Warform, who commonly state, when asked about it, that they are merely "Living on borrowed time, and when it runs out, we go home."
The Warformed don't really have a culture of which to speak, they function primarily in a servile manner, usually to one particular family. There isn't really anything to suggest why they serve certain families either. A good number of them serve destitute and even homeless individuals, as many of them serve middle class or even wealthy individuals. Some stipulate that it's a matter of the souls that comprise the spark of the warformed, others argue that it's due to the influence of individuals during the development of the warforms personality and identity.
Regardless of the reason, the warformed neither want nor need of anything, and serve as dutifully in the present as they did during that ancient war.

Toggle Rules

1. No godmoding
2. Characters must be one of the ten outlined races
3. Players only control their own characters actions. They can give orders to others who serve them, but those actions will not be carried out until the players next post in turn.

Browse All » 6 Settings to roleplay in

The Central Plains

The Central Plains by Fishbucket

The plains stretch the main of Shalcora's largest landmass, split only by the single largest river slightly east of the center. This land is Fertile and grand, it has healed nicely since the war.

The Mountains of Kranioch

The Mountains of Kranioch by Fishbucket

The Mountains sit atop the world like a crown of pearl tipped amethyst. Within these ranges, riches abound, as ancient dwarven ruins and all the secrets of knowledge and power that are held within lay waiting for intrepid, bold, or foolish adventurers.

The Icelands

The Icelands by Fishbucket

"A great many beasts and monsters travel this frozen and inhospitable waste. A true test of ones ability to survive, only the greatest warriors and hunters dare walk in this place.

The City of Winfellow

The City of Winfellow by Fishbucket

"We might not be here forever, but that short time that we are here is such a beautiful and wonderful experience, that I can hardly understand why anyone would be upset about sticking around forever" Winfellow to Xylose, three days prior to Final Battle..

City of Winfellow: Northern District

City of Winfellow: Northern District by Fishbucket

In The Northern District of the city, Brewers and cooks labor to prepare meals for the rich and luxurious hotels and hostels, which only the great noble families and rich merchants can afford.

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The Central Plains

The Central Plains by Fishbucket

The plains stretch the main of Shalcora's largest landmass, split only by the single largest river slightly east of the center. This land is Fertile and grand, it has healed nicely since the war.

The Mountains of Kranioch

The Mountains of Kranioch by Fishbucket

The Mountains sit atop the world like a crown of pearl tipped amethyst. Within these ranges, riches abound, as ancient dwarven ruins and all the secrets of knowledge and power that are held within lay waiting for intrepid, bold, or foolish adventurers.

The Icelands

The Icelands by Fishbucket

"A great many beasts and monsters travel this frozen and inhospitable waste. A true test of ones ability to survive, only the greatest warriors and hunters dare walk in this place.

The City of Winfellow

The City of Winfellow by Fishbucket

"We might not be here forever, but that short time that we are here is such a beautiful and wonderful experience, that I can hardly understand why anyone would be upset about sticking around forever" Winfellow to Xylose, three days prior to Final Battle..

City of Winfellow: Northern District

City of Winfellow: Northern District by Fishbucket

In The Northern District of the city, Brewers and cooks labor to prepare meals for the rich and luxurious hotels and hostels, which only the great noble families and rich merchants can afford.

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View All » Places

The Central Plains

The Central Plains by Fishbucket

The plains stretch the main of Shalcora's largest landmass, split only by the single largest river slightly east of the center. This land is Fertile and grand, it has healed nicely since the war.

The Mountains of Kranioch

The Mountains of Kranioch by Fishbucket

The Mountains sit atop the world like a crown of pearl tipped amethyst. Within these ranges, riches abound, as ancient dwarven ruins and all the secrets of knowledge and power that are held within lay waiting for intrepid, bold, or foolish adventurers.

The Icelands

The Icelands by Fishbucket

"A great many beasts and monsters travel this frozen and inhospitable waste. A true test of ones ability to survive, only the greatest warriors and hunters dare walk in this place.

The City of Winfellow

The City of Winfellow by Fishbucket

"We might not be here forever, but that short time that we are here is such a beautiful and wonderful experience, that I can hardly understand why anyone would be upset about sticking around forever" Winfellow to Xylose, three days prior to Final Battle..

City of Winfellow: Northern District

City of Winfellow: Northern District by Fishbucket

In The Northern District of the city, Brewers and cooks labor to prepare meals for the rich and luxurious hotels and hostels, which only the great noble families and rich merchants can afford.

The City of Winfellow

"We might not be here forever, but that short time that we are here is such a beautiful and wonderful experience, that I can hardly understand why anyone would be upset about sticking around forever" Winfellow to Xylose, three days prior to Final Battle..

City of Winfellow: Northern District

In The Northern District of the city, Brewers and cooks labor to prepare meals for the rich and luxurious hotels and hostels, which only the great noble families and rich merchants can afford.

The Icelands

"A great many beasts and monsters travel this frozen and inhospitable waste. A true test of ones ability to survive, only the greatest warriors and hunters dare walk in this place.

The Mountains of Kranioch

The Mountains sit atop the world like a crown of pearl tipped amethyst. Within these ranges, riches abound, as ancient dwarven ruins and all the secrets of knowledge and power that are held within lay waiting for intrepid, bold, or foolish adventurers.

The Central Plains

The plains stretch the main of Shalcora's largest landmass, split only by the single largest river slightly east of the center. This land is Fertile and grand, it has healed nicely since the war.

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Re: Shalcora: The World of Ten

So, first of all, someone is going to have to give me a crash course on adding posts. It's been some time since I was involved with this site, and things have obviously changed. Second, I assume that since I cannot add posts it's because my character has yet to be approved. Is this universe abandoned, then? Any monitoring at all that would actually allow people to add? Just checking.

Re: Shalcora: The World of Ten

+1 to Zaria's response. Thank you for the explanation as well. Would you prefer we submit character sketches in advance for your approval, Fishbucket?

Re: Shalcora: The World of Ten

We can submit characters??

Re: Shalcora: The World of Ten

Ah, kay, thanks for explanation :)

Re: Shalcora: The World of Ten

Hello.

Firstly you can play as a hero, an adventurer, a merchant, a member of a guild, or whatever you want so long as your within the bounds of the setting. The ten races are not STRICTLY a necessity, however any characters NOT of the ten races will be considered a monster and thus will recieve hostile reception from members, factions, and forces of the ten races.

As to the goal, this rpg is meant to be an open sandbox, where players can write up their own stories and adventures within a world of magic and mayhem. The whole wide world is open to you, so feel free to explore it to your hearts content.

There may, at a later time, be quests or story arcs that players may participate in to achieve renown and become legend within the world itself, but that's for later.

Re: Shalcora: The World of Ten

Hi, it looks interesting, but do we play as heroes or just anyone we want from the said ten races?
Also is the ten races a complete must? - I know you've written it is, but I'm stil going to ask...
Lastly, what will be the goal of the rpg, It would be easier to know what are the main "events" that you intend to create...

Shalcora: The World of Ten

This is the auto-generated OOC topic for the roleplay "Shalcora: The World of Ten"

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