Current
Noble Arms is now either four years old, or three years and eleven months. The third thread had lasted for more than one year.
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1 mo ago
New Interest Check, everybody!
1 mo ago
My Roleplay, Noble Arms: The ASEAN War, will reach its 4th year in June or July. It's been a long journey.
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2 mos ago
Despite its massive flaws, my RP, Noble Arms: The ASEAN War, is still one of the longest ongoing RPs in RPGuild - It turns 4 years old in July and the current thread itself is more than a year old.
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2 mos ago
On 4/14/2026 (on my end), my RP, Noble Arms: The ASEAN War, is now three years and ten months old, and the current thread is one year and four months.
It's not like any of us really have much history to re-write. In the case of Spain the Peninsular War was basically just after the PoD. And despite the French campaign to de-install the Napoleonic legacy from Spain, their basis is also gone or greatly weakened since that's the central crux of Europe: the olde feudal classes are more diminished than IRL. So that's the premise you have to work with if for Spain.
Though while I would prefer Europe, fine: you can be Egypt if you can work with the material better
Thanks! And it's more like I know only the basics of Spanish history at this time except for the Philippines, and I'd probably focus on the latter more than the Spanish Mainland if I take Spain.
Correspondence: The magic of Communication and Transportation Entropy: The magic of Fate and Death Forces: The magic of fireballs, lightning strikes, and freeze rays Life: The magic of healing or Biological construct Matter: The magic of matter and manipulating it. Mind: The magic of Enthrallment, Empathy, and Mental Organization Prime: The magic of metamagic; mana, enchantments, and affecting people's magical circuits Spirit: The magic of the Soul, and manipulating the unseen supernatural worlds of ghosts and ethers Time: The magic of Time, and Time Manipulation
Each type has a measured level of power from 1 to 5. Note that from Level 2 onward, every example listed on the list are merely suggestions; if you have the required level for one type of Magic, then you can do every sort of spell equivalent to the examples listed. For example, Level 2 Correspondence allows not just messaging and warding, but also scrying; any Mage that can do one of those things can do all of them and equivalent miracles.
Level 1 is sensory; you can see magic of the type you select, as well as see the hidden secrets of the Universe. Correspondence: You can detect portals, teleporting people, and attempts to spy on you with Magic. You also have a perfect sense of direction. Entropy: You can see Ghosts, magically sense dead bodies and decaying objects even when they are hidden from you, and abnormalities in luck/fate. Forces: You can see outside the range of visible light (infrared, ultraviolet, etc) hear sounds outside the normal hearing range, and see magic spells that affect those things. Life: You can sense living beings and organic matter and instantly diagnose any form of disease. Matter: You can see the composition of inorganic matter, as well as small details in craftsmanship; you can instantly know if a bill is counterfeit. Mind: You can sense the minds of Humans and Animals, and detect Mind Control. Prime: See all Magic, but not know what type a certain spell belongs to. Spirit: See nature spirits and other dimensions (Hyperspace). Time: See people stopping or speeding up time. You also know what time it is even without seeing the sun or having a watch.
Level 2, is where you can do the little power stuff. You can affect things in small ways: Correspondence: Send messages that cannot be intercepted, or cast a mystic ward, stopping incoming teleporters or preventing magical eavesdropping. Entropy: Affect probability in small instances (like dice rolls), Break simple machines, predict future, talk with Ghosts. Forces: Featherfall, Ball Lightning; Control existing Sound, Light (including Radiation), Heat, and Kinetic Energy. Cast holographic illusions (as opposed to mental). Life: Heal yourself (Just yourself, not others), control insects, fungi, and plants. Matter: Make an excellent counterfeit bill, transmute lead to gold. Mind: Give someone a mental compulsion, cast mental illusions (as opposed to holographic ones). Prime: Create Magitech, Set magical patterns, enchant a weapon to do damage unhealable by magic. Spirit: Commune with Nature Spirits. Time: Get a prediction of the future (not perfect), see events in the past (this, however, is unless counteracted with magic).
Note: As said, the examples listed above are just suggestions; if something falls under [Insert Sphere Here], isn't listed, and is equivalent to this level, feel free to have that spell as well.
Level 3, is more powerful and allows you to push others... Correspondence: Teleportation, SuperSpeed. You can also see multiple places simultaneously. Entropy: Break Complex Machines or Structures, Raise Skeletons Forces: Palpatine Lightning Attacks, Fireballs, Telekinetic Assault, create Light, Sound, Radiation, and Heat, as well as other natural forces. Life: Heal others, enhance your eyesight, grow your fingernails into claws, control Animals. You can also turn lesser forms of life (snails, insects) into other lesser forms of life (turnips, orchids). Matter: Turn lead into fog, solid into liquid, ice into burning plasma. Mind: Mental Command on a conscious level not subconscious or Dreamwalk. Prime: Create complex magitech. Create biological magi-constructs (non-perpetuating), blast people with bolts of silver light whose damage cannot be healed by magic. Spirit: Summon Nature Spirits, Enter Hyperspace by yourself. Time: Slow Time to a crawl for you, loop time for a few seconds (Requires the permission of the majority of players and the GMs).
Note: As said, the examples listed above are just suggestions; if something falls under [Insert Sphere Here], isn't listed, and is equivalent to this level, feel free to have that spell as well.
Level 4, is super powerful and has to be earned during gameplay. Correspondence: Mass Teleportation or Portals. You can also use this spell in conjunction with Mind and Life to appear in multiple places at once, cloning yourself. Entropy: Destroy Living Things, Create Complex Undead (with Prime). Forces: Summon Storms, Fire Rain. Life: Affect Life in Complex ways. Matter: Create stable forms of matter that have magical properties (Orichalcum, Mithril, Nihilitic Fluids) Mind: Dominate a person or Brainwash. Prime: Merge Magitech into any human form, suck out magical energy from ordinary objects. Spirit:Create Nature Spirits, and stay in Hyperspace for years without needing to eat, sleep, and drink. Time: Set time (Conditional effects that go off on specified conditions, for example; pressing this trigger causes your gun to emit a fireball.). Stop Time.
Note: As said, the examples listed above are just suggestions; if something falls under [Insert Sphere Here], isn't listed, and is equivalent to this level, feel free to have that spell as well.
Level 5 is deity-like, and unavailable to players and requires GM permission to even try to do. Correspondence: Warp Space, Teleport to anywhere. Entropy: Destroy Thoughts and ideas, Perfect Prediction of the Future. Forces: Summon Hurricane or equivalent natural disasters. Life: Perfect Transformation to another form. Matter: Make materials that shatter the Laws of Physics. Mind: Mass Mental Control, Permanent Enthrallment. Prime: Make a place of Power of any scale, Siphon Magical Energy from Other Mages. Spirit: Bring Cthulhu-level entities into the material world. Time: Time Travel (Forbidden forever).
Note: As said, the examples listed above are just suggestions; if something falls under [Insert Sphere Here], isn't listed, and is equivalent to this level, feel free to have that spell as well...Not.
Combat will progress slightly more fluidly, perhaps, with a bit more emphasis on intent and strategy rather than single actions. Still puzzling it out.
Outsiders suffer from a degenerating memory, yes. By the time they make it out of Talze Utera, they'll only have fragments of memories of a past homeland, and even then, it's more a feeling than anything concrete. Also, by the time a couple generations pass, you'll basically have Outsiders with no recollection at all of whatever homeland they've had.
Tech level is generically medieval fantasy. No guns, and magic is generally fairly rare, as it's half based off of obsessive study and half based off of managing to 'connect' with this 'dimension', from which you uncover words of power. Most spells take three words to be effective in a combat scenario, and even then, only on an individual level. Some artifacts recovered from the Faraway Expanse allows for certain conveniences such as plumbing to exist, but out where the frontier is, it's pretty savage.
Races are basically any permutation of humanoid. The less human you look, the more effort you'll have to put into disguising yourself as human. You can toss me a generic race you're interested in, and I'll give you the general deets on them. Classes are whatever, though warlocks aren't a concept that exist, and mixed martial-magical people are pretttty rare when you're starting out as scrubs.
CS template will be established once I figure out if I actually have the time to run this or not.
So, just to make sure, I cannot make a Human who wants to get back home and is willing to move Heaven and Earth (metaphorically) to get his goals?
It is 74 years since the Doom of Valyria, and Westeros and Essos are still dealing with the consequences of the disaster.
In the North, the Starks of Winterfell fend off attacks from the Wildlings and rival kingdoms. King Edric Stark, the Spring King, is blessed with a seemingly-able son, Torrhen, and a realm in good order except for the occasional Wildling raid. Through him and his son run the blood of the First Men, which would not brook submission to those mixed with the blood of the Andal Invaders. Facing them are the Arryns of The Mountain and Vale, whose hostility towards him and his line are absolute. Tracing their lineage to the very foreigners of Andalos the Starks are opposed to, the Arryns strive to maintain a beacon of chivalry and martial might that honor their lost homeland, forever gone. But their King only has a daughter, the ten-year-old Sharra Arryn, and thus his house's hold on the throne is endangered.
To the south, the Riverlands are under the control of interlopers from the Iron Islands, who are spending blood and treasure to build the Castle of Harrenhal in order to glorify King Harren Hoare, their oppressor. King Harren intends to make this castle last forever, a testament to his glory and that of his family. The growing power of the Iron Islanders is opposed by Argilac Durrandon of the Stormlands, whose strong arm, backed by fierce and loyal men, is spent trying to fend off raids from all nations around him. The strongest of these nations are The Reach, where the Gardeners reign in great prosperity after a series of good harvests. Their King rejoices at the birth of a son, Mern Gardener, and sees no troubles on the horizon except the Lannisters of Casterly Rock, whose great wealth allows them to equal The Reach in all but numbers.
To the furthest South, Princess Meria of Dorne has reached her middle age but shows no sign of diminishing vigor - Far from it, she looks at events east of Westeros with interested eyes. For Volantis, or as they prefer to call themselves, New Valyria, is showing signs of strain. As her realm enjoys a period of modest prosperity, Meria watches as the Volantenes deal with rebellious sentiments from Lys and Myr, as well as alliances between Norvos, Qohor, and as it is rumored, Braavos and Pentos, the two age-old enemies. Nothing would please her more than to see Argilac 'The Arrogant' sail over to the Disputed Lands to try and prevent the Volantenes from solving their problems, but that is a distant prospect.
But in Dragonstone, a birth occurs that would shake the very foundations of the Seven Kingdoms. A birth not of a Dragon, but of a baby boy, one Aegon Tarageyen...
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Basically, this is a Game of Thrones NRP set during the birth of Aegon the Conqueror, with entire houses and dynasties ranging from the Kings in the North, the Sealords of the Braavosi, and the Triarchs of Volantis being playable. Rules are below:
1.) Do not be an asshole. 2.) No Godmoding or Powergaming, aka no controlling other players' actions, no defeating your enemy in one shot, and no shrugging of all hits without an enchanted shield. 3.) Do not make your nation overpowered. 4.) Do not ignore Logistics or Economics. 5.) By the same token, only a few nations can have a 'High' or 'Very High' Economic Strength (see below). 6.) Most Rulers will be OCs. Do not make them Perfect. 7.) Multiple characters are allowed, while as for multiple nations, one player can control one Westerosi country and one Essosi country as long as they are sufficiently distant from each other (aka not right across the Narrow Sea). For example, the Volantis player can take the Starks if they want, while the Mallister player can take New Ghis if they want.
Character Sheet
[b]Name:[/b] [b]Appearance:[/b] [b]Age:[/b] [b]Bio:[/b] [b]Mundane Skills:[/b] [b]Magic (If Any):[/b] [b]Personality:[/b] [b]Kingdom:[/b] [b]Is he/she a Ruler?[/b] (Yes or No.) [b]Heir(s):[/b] (Merchant Republics like the Free Cities can name a non-family member as their heir.)
Kingdom/Free City Sheet
[b]Canon Name:[/b] [b]Canon Flag/Badge:[/b] [b]Canon Military Strength:[/b] (Up to 10,000 to 50,000 men.) [b]Canon History:[/b] (Optional.) [b]Headcanon History:[/b] (Include stuff you made up to fill in the blanks in Canon, like OC Kings and Nobles and the policies they pursue.) [b]Economic Strength:[/b] (Very Low, Low, Average, High, Very High, Absurdly Rich - Only Volantis/New Valyria and Braavos can be Absurdly Rich.)
Vassal/Custom House Sheet
[b]Name:[/b] [b]Coat Of Arms:[/b] [b]Motto:[/b] [b]Location:[/b] [b]Vassal of:[/b] [b]Military Strength:[/b] (Up to 2,000 - 10,000 men maximum) [b]Economic Strength:[/b] (Low, Average, High, Very High) [b]History:[/b] (2 paragraphs minimum)