The Cycle of Malice estoricaestorica
January 2018 Featured RPG
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Estorica, is an Original Fantasy sandbox roleplay, set in the land Malice. A tale of Innovation and Conflict between Orphans. These Oprhans have been granted infinite possibilities by their gods ranging from appearance to ability. The stories these orphans live are made of love, intelligence, violence, and self-discovery. They all share one goal "Live"

   ~Forum Updates

-6/26/2017 Opened
-8/12/2017 The Estorica Discord Server became official.
-9/01/2017 The Fallen Gods Ark Officially started
-10/01/2017 Famine's Lament Event Started
-10/25/2017 Site Revamp and Redesign complete.
-12/1/2017 Plagued Dissonance Event Started

Description: Cloudy with Scattered Thunder Storms
Temperature: Moderate
High: 59°F (15°C)
Low: 47°F (8°C)

The Premise - Story

           The Story of Malice is a deep dive of uncertain history and an even more uncertain future. The characters are born fully grown and physically do not age. Instead, they magically adapt and mutate due to the magical nature of their creation. In the citadel of Malice, the people have congregated and organized a form of government, where they had a custom society and reached a bronze age within their history. With Religious zealots and threats of civil war always on the rise, the people struggle to keep a delicate balance. Sometimes this balance falters, and the leader of their world is killed, but other times with great effort and resolve from the citizens of Malice this balance is maintained.

           War and the wrath of the gods isn't the only thing to fear in Malice, outside of the protective citadel walls, lives Nox the great dragon, and outside of him exist beast of different shapes, sizes, and threats who only wish to dethrone him by killing and eating as many people as he does. To avoid his wrath, the people of Malice provide a tribute to the dragon each season, and in exchange, the citadel is spared. The neighboring villages, however, spend each night with one eye opened as between the dragon, the other beast and monsters, and the bandits and tribes that seek power and glory. There is always some new danger to prep for, always some new risk that one takes by living in Malice.

           Which begs the question, If all magic has a source where do we come from? Why do choose to believe in gods we have never seen? The Cycle of Malice states we come from a divine being we only know as Mother, or The Mother of all, who orphaned us right before our first breath. We all share one memory of her, a shrouded figure telling us to "Live"

Estorica latest news: [wr] For War's Renaissance
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This forum is home to all major announcements here at Estorica. These updates will include plot changes, site changes, activity checks, upcoming/current events, or smaller briefings. Check this for semi-regular updates, and notes on all the big and exciting things that we will have going on.

Welcome to Estorica! This is a Roleplay about a place called Malice! Here you will find all of the important information regarding our forum. Any questions should be directed at the Help & Support Center.

This is the area where you post wanted ads, you could be looking for someone to play a character you have somewhat created, start up a new story with you, or maybe plot a major ark world wide event. Ads posted here could be featured on the Story slide of the info section on the website. Guest Friendly.

This is the place where both guests and members are permitted to seek any clarification they might need, or ask any questions that need to be answered. If you don't understand something ask for help. If you would like for someone to try explaining things to you in a different way ask for help. For all inquiries, post here.

If you wish to be affiliated with our forum, we only ask that we place our link on your forum or that you put our link on your forum for us. It can be found here. Estorica Forum Once you have us on your forum simply post here.


The Cycle of Malice is a collection of stories, poems, and scriptures that tell the history of the land of Malice its primal and god like entities and their history. It charts the ways of the stars and is said by some to possess some divine power. All of the information on it can be read here.

A slew of topics that are incomplete and have no sign of continuing. These topics are situationally considered canon but mostly ignored as the authors are unable to continue.

If the Citadel were the living breathing body, the Castle would be the heart and mind of civilization itself. The well-guarded seat of The Sovereign himself, the boy-king blessed with what keeps us all living, allows us to flourish in this lush and deadly place Mother has created for us. From here all Law is ordained by the Sovereign, carried out to the people by his most loyal servants, and enforced by his Military, his might and force of will alone at times. Very few are allowed entrance or to wander around freely on these grounds without invitation or purpose. It is a beautiful, almost reality defying place, either because of Mother's blessing that The Sovereign holds or because of grand service from others. The Palace has everything one could desire, all the food, water, supplies, and comforts to survive a nigh indefinite siege. Has it's own Docks, Stables, Smithy, everything that the Sovereign could need on hand at any time. The Child-King has the strongest, and tallest stone walls, the most elite guard, and the most powerful and wise the land has to offer. Truly an honor to receive an invitation from The Sovereign himself, hopefully, there is a good reason for why you're here.

The Citadel is the thriving body of society, civilization, trade, commerce, security, and the home location of most anyone worth mentioning. Home to all the Noble Houses, every great or grand leader that has lived through these generations. As well as the Sovereign himself. Home to the Armies, Military, and Militia, training, honing their skill, training to defend, protect, enforce, or otherwise ensure the continuation of The Citadel. The Artisans are perfecting their trade, honing their arts, working tirelessly to bring the Sovereign's World new things, be it technology, business, or tool, or simply a new song to sing, a new work of art or expression. There is also the Temple District, where one may show their respects, worship, or atone. If the Sprawling Market District doesn't tickle your fancy, and worship isn't your cup of tea, there is always the Red Light District. Where all your baser desires and dreams may come true, yes, even the nightmares. What City is complete without an Arena to show off the best fights and sport the World can offer, as well as a thriving Slums, that seem to appear in every City, the neglected District. You will find most everyone from every walk and rank in this life here. Be on your guard, as even though this place is the only civilization for miles in any direction, it is no less dangerous.

Villages are the outlying bits and pieces of 'civilization' that weren't seen to fit in the Citadel, the City. Outcasts, Farmers, Ranchers, anyone that does fine labor but is fit for little else. The peasantry is high here, but there's also trade, lighter but harsher laws, and thankfully relatively tame domesticated animals. Save for the odd or rare local Warlord, incursion, disease, or other strangeness that cannot seem to make it to the gates of the Citadel. These outlaying villages are locations to obtain resources, possible routes of expansion for the Sovereignty. It's where a majority of food, labor, workers, resources, animals, and so on originate. Namely, anything that cannot be found or easily reached within the safety of the walls. The villagers tend to range from friendly to outright hostile. However, they seem to at least maintain some civility in the presence of anyone with rank. Otherwise, your treatment can range from a warm, hearty greeting, to stern looks, folks taking hold of anything sharp or heavy awaiting an opportune moment to remove the 'visitor.' You may live in these places, but remember they are extremely communal, tend to require you do your fair share, as nothing in this life is free.

The Plains are a simple place, often lazy, breezy, and relaxed in its broad open ranges; it's long empty open fields. Many hills dot the landscape, even small mountains, a beautiful place to live, albeit not without its perils and danger. Requires perfect time and effort on the part of those that choose to exist here. Farmers, laborers, wanderers, and those heading from place to place on some errand. Thankfully excitement visits this place more than a few times a week, carried in by those that are passing through. Errant wars, movements, hunters, industry, traders, or simply those seeking privacy. The wildlife has adapted to this lazy rhythm of life out in such open places; often you'll see or hear something soaring overhead, more than likely will have missed the much quieter ones on the ground. The ceaseless breezes are kindness and mercy compared to when they leave, left to the mercy of the Sun in the sky on such still days. Tend to find folks of every walk of life, sometimes even of extremely varied rank and standing. Regardless, The Plains while lazy aren't the most friendly, best be on your guard unless traveling with good company.

The Badlands, a place where all things once crawled from, where high and massive things lay dead, where a terrifying beast predates. All while everything makes the harshest adaptations left living and wandering this forsaken place. Those looking to hide look elsewhere, flee from such a terrifying and trying place. Those that make their home here are either capable of surviving in such hopeless conditions, or they thrive in it. Between raiding parties, the beasts and terrors of nature unhinged, and the dark things from the past that remain unknown and unspoken by anyone living, it is hardly somewhere one might call 'friendly.' Those you might meet, be they man or beast, are all quite individualistic, often having their reasons for being here rather than anywhere else. Perhaps a cursed existence, maybe they became lost and can survive nowhere else. Perhaps it is was befalls wandering adventurers that lose their way, lose their souls. And if you must walk through this desolate place, you're either mad, scorned, cursed, or perhaps far more than you appear. Be that what it may, there is a creature in these parts that call this entire region it's home and hunting grounds, you'd be wise to avoid it.

Where to begin with the Outer Rim, fringe colonies might be giving such a hot, humid, and hostile jungle too much credit. While the people may be welcoming, the jungle is hardly so, nor are the mountainous regions hidden among all those trees and vegetation. The place is poisonous, venomous, toxic to any non-native wildlife or person. Beautiful though it may be to observe from afar, or even to see images or things recovered, it is just as deadly if not more. Though if you can handle the humidity, the strange friendly attitudes, to live on the fringe of civilization as it drowns in nature. Perhaps you would visit, even consider making a home here as a colonist as we lose quite a few here on more than a regular basis. The wildlife is hostile, but much like the jungle they live in, it all seems connected. Even if they fall, die, they are reused, reappropriated, adaptations follow suit it seems. Even if all you're good for is another dose of fertilizer. But if you can delve deeply enough, perhaps you'll glimpse the secrets this humid grove hides, make sense of the mysteries hidden and those lost.
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