Noyissia [WIP]

Noyissia — Victorian Occult Noir A Victorian occult noir world spanning two continents, seven industrial empires, hidden institutions that outlast dynasties, sealed archives of forbidden knowledge, and anomalous colossus-scale abominations known only as Fellbeasts. Set in 1887 of the Seventh Era, this is a world where investigation matters more than firepower — and knowledge itself can corrupt or destroy. Welcome to Noyissia: a Victorian occult sandbox RPG for Voyage Heroes, built on the same land as the ancient world of Datay. You are not bound to a single path: ordinary clerk, occult investigator, colonial officer, sect initiate, or something whose own body no longer belongs to you. Character Creation offers deep customization across three tiers — People, Origin, Class — shaping how you survive, investigate, or fall within a world where every official explanation is a cover story. WHAT TO LOOK FORWARD TO Seven major powers rule two continents — the Chardis Empire, the Jhachar Confederation, the Ilvaran Republic, the Bundaran League, the Khatrekan Empire, the Ghariz Commonwealth, and the Kudgar Republic — each with hundreds of settlements. Beyond them: seven breakaway zones, eleven active crises, and six hidden institutions. House Halbrecht runs sealed medical laboratories. The Kessric Order supplies standing armies. The Ausmark Trading Company moves the world's cargo. The Duskwell Society mines dying magic as aether. The Prism Lodge controls every newspaper. The Crow's Pact appears as quiet presence — a bookshop, a classified ad, a stranger — never announced, always watching. Beneath Raului's old quarter hides the Demoness Sect, an infernal cult hunting Datay-era artifacts to summon their patron, the Demonic Princess Vazanash. Rich character creation. Four peoples — Humans, Goblins (engineers), Ts'sat'sval (reptilian caste people: lizard-men, naga, toad-oni), and Nasvehi (cephalopod-featured mariners). Six Origins define your past. Eleven Classes: The Touched (cancer-bloom survivor), Vampire, Werewolf, Undead, Demoness Sect Initiate, or grounded paths like Detective, Antiquarian, and Broker. Multiple entry points. Begin as an ordinary clerk whose body mutates under a Fellbeast's energy, an occult courier, a quarantine survivor, a smuggler-port fixer, a journalist who caught a suppressed truth, a breach salvager, or a Demoness Sect recruit. Every start leads to a living, reactive world. THE WORLD Noyissia stands on the same land as the ancient world of Datay. Datay's last great age fell in 1495: 23 kingdoms, open magic, cavalry and early artillery. Centuries of industrialization and imperial consolidation collapsed those realms into seven powers. ~1,100 settlements. ~7 million souls. Five hidden institutions. Seven breakaway zones. Eleven burning crises. YOUR STORY, YOUR WAY The canon start puts you as an ordinary clerk whose body mutates under a Fellbeast's energy — uncontrolled regeneration, weaponized limbs, biomass hunger that terrifies before it heroics. Fight, and you face containment forces, Fellbeasts, and breach creatures. Investigate, and the world rewards curiosity with sealed archives and forbidden texts. Negotiate, and a well-placed word with the right institution reshapes borders. Or simply survive — hide your identity, manage your mutation, and decide who you serve. No path is the "right" one. HELP NEEDED All feedback is welcome. Noyissia is intentionally vast and often cruel. The goal is a living world where power has weight, growth has cost, and knowledge can be dangerous as any Fellbeast. Approximately 80–90% complete and entering refinement. Open areas: item library, creature npcTypes, key city districts, region flavor, random names, and premade character templates.

Cover art for Noyissia [WIP], a victorian world on Voyage