• Nobles of Null is a forum based roleplay site where sci-fi and magic collide. Here, Earth remains fractured and divided despite humanity reaching out to the stars. Worse still, the trans-human slaves of one major power have escaped, only to establish their own Empire, seething with resentment at abuses of the past. Even the discovery of aliens, though medieval in development, has failed to rally these squabbling children of Earth together with its far darker implications. Worse still, is the discovery of the impossible - magic. Practiced by the alien locals, nearly depleted and therefore rare, its reality warping abilities remains abstract and distant to the general populace. All the while, unseen in the darkness of space, forces from without threaten to press in. For those with eyes opened by insight, it is clear that an era is about to end, and that a new age will dawn.

Introduction to the Playground of the Gods

Introduction


Far beyond the understanding of mortalkind, beings of physicality beyond sight lie in wait. The Cycle moves onward under their watchful eye, the Universe moving eternally due to their input at the beginning of the Cycle. In one section of the Universe, miniscule compared to the vastness of what can ever be seen, lies a star system left apart from the Universe. Quarantined from the rest of the galaxy it resides in, The god called The Maker, the Beginning, He Who Gifts Life to Death, sparked his power and set a world into motion. Taking from the universe around him, and from the simulation he'd set here, he populated his world with creatures and peoples of all kinds, overseen by lesser beings that could never understand the greater universe.

This world turns, as all things do in the end, by itself. The peoples were set to not be tampered with, the most relative term a simulation, set by gods to see society unabated in a microcosm of life. This land is Okigira, a planet in a solar system designed for stories to be told. Okigira is a land of opportunity, power, danger, history, and every aspect of it is never to be seen from the outside. Like a terrarium, the land is set to function without input.

The world of Okigira has several important players, having stood the test of time. Time, after all, is the only test that matters to the universe. These shall be listed to some efficiency, so that players wishing to take a dip in the world of Okigira have plenty of ideas to go off of. This truly is the land of nigh-infinite possibilities.
 

Territories and Nations

The many divided lands of Okigira have many uses in a variety of stories, from being antagonists, to being places of much intrigue, to simply being fun places to explore. The world of Okigira has several important players, having stood the test of time. Time, after all, is the only test that matters to the universe. These shall be listed here for the players review, so that players wishing to take a dip in the world of Okigira have plenty of ideas for both characters and stories to tell together. This truly is the land of nigh-infinite possibilities.

The Empire of Calcia


The theocracy that came to be known as the Empire of Calcia have found themselves on both sides of history in their long existence, as both the heroes of the world, to the villains of their own making. As they stand they are a stratified society made up of those in Houses and those not, led by the three Elders, said to be immortal servants of the Maker himself. The people fall into two categories, those in one of the 3 Houses and those that are not. Those born into one of the Houses is afforded every luxury that House can afford: education, training, and a comfy lifestyle. Those born out of the Houses must work far harder to attain any sort of status or education. They must prove themselves worthy of association with the Houses via deeds worth being remembered. Some, however, choose not to join a House. They must either make due as the lowest class of citizens, or prove themselves via the military or the priesthood.

The Empire of Calcia began after the Prima Centura, the First Century. It was the heroic sacrifice of Cylindrus Abatauus that slew the dragon Stra'hera, the Storm King, and thus freed humanity and the other humanoid races from the yoke of servitude to the Draconic menace. The Empire was established to safeguard humanity from further threats that would seek to shackle them. As time wound on, however, a gradual shift turned them from the saviors of humanity to the oppressors of the inhuman. They managed to be heroes twice more before they were vilified, when from the Badlands rose Armageddon. Led by the Notte Dea, the Void Lord, darkness in humanoid form, the races of the Badlands were radicalized and overpopulated, and as such theyr began to spill from their territory into Calcia. Overnight the Calcian border went dark, villages and outposts rendered nothing under the march of the Badlands. Orcs, trolls, the insect men of Ankeg, ogres, horrific beasts of burden taken from the deadly wildlife of that forsaken place, the Empire was under siege. It took the might of the Empire and the Elven Clans of Fenwood to the east, as well as the help of human tribes in the unclaimed lands, to beat back the hordes of death.

Armageddon was averted. The Notte Dea was destroyed. For about 700 years the land was at peace, until Calcia grew fearful once more. They began to cull the population of the Badlands, sending crusades of Paladins to kill villages at a time to keep the Badlands from ever coming to such power. This only served to galvanize the Badlands once more. An orcish warlord took up the mantle of Notte Dea and led the Badlands again to overtake Calcia. It was called the Second Armageddon, because with some clever magic work and strategic strikes, while they had not the numbers as the first Armageddon they still managed to terrify the Empire into retaliation.

This Armageddon too fell against the weapons of Okigira, but this time the Calcians required no help. They feared the Badlands now, but it was a hateful fear. The Crusades began in earnest and lasted for over 100 years, the Badlands slowly reduced to those that hid or stood up the longest. When the Badlands had been depopulated, The Empire of Calcia finally felt safe. The Badlands would never again rise to such heights, as far as the current story shows. The Empire, while they do not fear the Badlands, they have turned their attention to the less obvious dangers. They worry for the souls of the world. They intend to safeguard the souls of Okigira, by any means necessary. As such, The Shadowed Templars were created, fanatical agents in the darkness who seek to protect the light of the world. No battle is too bloody when the world is at stake. They have been vilified in recent years by the Republic of Askary, when it came to light that certain elements of Calcia were plotting against the government.

Calcia is the perfect place for roleplays of intrigue, combatting the darkness (real or imagined) and understanding the pain it takes to turn a people into the villains.

The Badlands

This Maker forsaken land is one of danger and survival. The land is made up of deserts, plateaus, canyons, and rocky terrain, and even the meercats are venomous. Every creature in the Badlands is fully capable of defending itself, forcing the denizens of this land to become just as hardy. Only recently has the first real city been established here, Bastion, made up of several tribes under the banner of The Golden Dragon who proclaimed himself king. As of it's official naming, issues have already begun to show themselves, and Calcia isn't fond of the idea of The Badlands uniting in any way, shape, or form.

The Badlands is a good place for stories of adventurers of all types, those that specialize in strength, those that specialize in agility, and for some those that specialize in dark magic. Some subjects for stories include facing Calcia, fighting the monsters of the Badlands, and dealing with tribal politics.

The Republic of Askary

The territory of Askary began as several tribes left over from the First Century, convening to discuss topics of survival, to share the news, and to formally declare war. They slowly became more centralized, but it was refugees from The Empire of Calcia that brought their ideas of government and protection. Together, they formed the Republic so that all could have a say, and they could remain under each others protection. In recent years they've brought forth the power of engineering, creating small clockwork machines and machines that run on steam. They've constructed their first factory, which currently churns out trinkets, clothes, and sometimes labor laws. The Science and Engineering Committee of Progress began soon after the country was formed to promote education and further progress in technology. In recent years the Committee has grown increasingly powerful under the watchful gaze of the Director, consolidating more power to afford more leaps in technology. They've set their eyes on the Melgarian Kingdom to the north, abandoned in ancient times.

The Republic is split into 5 provinces, each with a governor that work directly under the President. The governors are switched out for a replacement via votes from their province every 5 years, the President is chosen similarly, via votes from every province, including the votes of the governors.

Askary is good for political intrigue, underworld dealings in the crime sphere, and exploration and diplomacy as they struggle to maintain a neutral status in the world.

Fenwood Forest

The Fenwood Forest grew itself. In an act of jackassery, the Dark Mask known as Drassskgraggon set a forest aflame on the metaphorical level. The Maker silenced this issue quickly, however what was left was a forest that regrew quickly. In the forest was a tear in the world, morphing the forest around it. The forest became bigger than it seemed, corners around trees could lead to other sections of the forests, and straying from the path was ill-advised. One could be swallowed by the void if they strayed, or meet something that shouldn't exist.

Not all from the darkness was of ill will, however. From the darkness came what would be called Elves, dark and horrific beings that brought death with them. The Maker set his hand upon them, purifying them of the rot that had overtaken them. They awoke to a new world akin to their old one, and settled in. They soon mastered the shifting dimensions of Fenwood, living well in the trees lest the beasts of the ground swallow them. Each cluster of homes form an Elven village, led by an Elder and protected by Wardens. They protect nature from civilization, and civilization from nature.

Fenwood is the weakest of the territories in terms of story telling, at least on the nation scale. They have opportunities for magical shenanigans, horrific encounters with the darkest forces in the universe, and of course interesting character choices.

Dalania

The Kingdom of Dalania was formed from the Sea Raider clans of the north, making their homes in the frozen lands of Dalania. They sailed along the coast to tackle trading ships and coastal settlements. Dalania faced the trouble of the Goblins to the south, angry hordes of monsters led by a mysterious entity that defied explanation on the personality scale. The Kingdom was formed to protect itself from these monsters, following a very martial, traditionalist path of combat and survival in the rigorous tundra.

Characters from Dalania can be expected to be large, strong, well trained, and usually blonde. Dalania is fit for tales of heroism in the face of danger, facing the monsters of the tundra with valor, death naught but the final stop on the wagon train of heroism.
 

The Red Mountains

This territory is inhabited by the dwarves, traders with a knack for language and a good sale. They make their homes around the volcano called the Red Mountain, and the mountain range around it. They've delved deep into the earth, trading with the underground from time to time, as they continue a tireless bid for metal and gems. Their city of Crag Maw Keep lies in the mountains, and it is the largest trade hub on the longest trade route through Okigira. They're known for their work with enchantment magic, imbuing objects with power, and for the objects themselves to be of magnificent quality. From trinkets to equipment, the dwarves make the best gear, and charge appropriately for it.

The Red Mountains also house the Goliaths, half-giants living nomadically in the mountains. They hunt the great beasts in the snowy terrain, and are known for their intense strength and durability.

This land is ideal for tales of political dwarven intrigue, grand feats via the goliaths, or dealing with the terrors that lie beneath the earth.

Nar-rar-Gazel

This intense jungle is known for it's inhospitable nature. Disease and monsters roam it relentlessly, as well as the goblin tribes that call that place home. The goblins are said to follow the God of Creativity and Imagination, by their own words, but they themselves are often challenged by technology. They make up for such an issue, however, with sheer numbers. Goblins reproduce like rabbits, goblin women known for their ability to produce 'litters' in a sense. The goblins know their jungle, and the jungle knows them. Together, they both survive the test of time.

Goblins are funny creatures, coming in a massive range of shapes and sizes. Some goblins are shorter than dwarves and twice as ugly, while others are as tall as elves and just as attractive. This goes for either gender, though females tend to be more attractive on average than the males do.

This land is ideal for tales of goblin tribal warfare, goblin shenanigans, and attempting to appease a mad god with gifts from the things you've killed.
 
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