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.
1
like
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.
1
like
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.
5
likes
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.
@Letter BeeNot... particularly? Its a setting about war between a half dozen different nation states all varying shades of autocratic and the mercenaries caught up in the middle of it all. There's no guarantee a "morally right" mercenary job is actually that. Now I'm not going to be giving us missions about killing civilians or anything similar, but its a setting and game about war as a business, there's really no way to avoid everything morally questionable.
Understandable, so I'll probably not join, then; sorry about that.
Kyros is someone who has been forced to learn patience through sweat, toil, and tears. Someone who had cried, raged, and screamed in hatred at people who couldn't care less, who had been forced to learn that foolishness merited painful consequences, including the pangs of hunger and the desperation of thirst, as well as the fist, the lash, and other instruments of cruelty. Someone who is testing the limits of his newfound freedom, and has become sensitive to questions of fairness and prevention of harm. And above all, someone who has an unikely family of his own, and to create a kinder and gentler world for them... If he had a way to do that, of course.
Effect
Kyros was born in Fiore, Ishgar, to two members of a Wizard's Guild, Sunlight Stream. Raised in love, taught to esteem knowledge, and with an easy gift for Magic, Kyros inherited his father's affinity for conjuring and controlling fire, which rumors said came from a distant connection to the Dragneel Family. As he grew up, he learned that Magic was much larger than this, and that he didn't have to limit himself to one single style like most Ishgari Magi did. And so he learned not just fire, but also the beginning levels of healing and one of the noblest of arts: Astromancy.
However, his halcyon years were about to end, as war was approaching. The Alvarez Empire was trying to recover the glory of the past and was preparing to invade Ishgar, and Sunlight Stream was hired by the Magic Council in order to shore up the defenses. Even its teenaged members were paid to fight, including the 17-year old Kyros, who was already known as a prodigy in fire magic. This was not going to be a repeat of the Great War of 100 years ago; where Fiore, his home, was one of many independent Kingdoms and Ishgar was just a geographical term. Now Ishgar was one Kingdom and all its parts were united to ward off the coming invaders.
Nevertheless, the Alvarez Empire offensive struck with more force than expected, overwhelming the border defenses in mere hours, and overruning several cities in the next few days. It was quite clear that they were focusing on Fiore like in the Great War, with the intent of overruning Magnolia City where their founder had been killed long ago. So with an alliance of several other Guilds, including the venerable Fairy Tail, Sunlight Stream staged a surprise counteroffensive, halting the Alvarez advance after a grueling three-day battle in the countryside outside the city. This bought time for Ishgar's forces to rally and regroup, and a year of bloody fighting ensued in which both sides were unable to destroy each other.
That year ended in Kyros' eighteenth birthday, where the Alvarez Empire brought in a battalion of Eldian mercenaries to break the stalemate. By then, the boy had grown into an S-class Mage proficient in Fire, Healing, and Astromancy, and had been dubbed a 'Royal Knight of Ishgar' for his valor in the war. So he expected an easy victory even against the Eldians and their 'Titanization' abilities. Alas, reality proved a harsh teacher, and it would not be the last time.
Caught off-guard by a flanking maneuver, the Ishgar 5th Army, which Sunlight Stream was accompanying, was surrounded and destroyed in a matter of hours; twenty thousand were killed, and as many people were captured or surrendered. Among them was Kyros, who was one of the last to lay down his sword. It mattered not; the Alvarez Empire had only one use for the prisoners and that was slave labor.
Collared and chained with special restraints which bound his magic, Kyros had his dignity taken away from him as he was forced to labor for his enemies. Taken back to the Alvarez homeland as a 'trophy' by the Commander, paraded and exhibited before being used for several jobs (miner and quarryman, then gladiator, then a house servant for the Commander), Kyros was taken aback when a peace treaty was negotiated between Alvarez and Ishgar where the former was allowed to keep the prisoners it had enslaved in exchange for their withdrawal from (most of) their occupied territory. By then, all defiance and thoughts of escape had been beaten out of him or worse, and he had seen many of his fellow slaves die or break in many other ways. But it was not the end; there were seven more years of slavery to undergo.
When the Alvarez Commander sold him to a friend of his', Kyros decided to make the best of his bad situation and try and earn a way to freedom. He submitted, he inquired about the current laws of Alvarez to try and find a legal path to freedom, and acted in every way trustworthy. But he was sold off to another master anyway. Then a Mistress. Then another Master, and then one final Mistress, a young noblewoman who claimed descent from Zeref himself, just as Kyros was distantly descended from Zeref's brother Natsu. She freed him on his 28th birthday, and then asked for his hand in marriage as his first act as a free man.
He didn't refuse her, but he warned her that he was coming back to Ishgar as soon as possible but that he won't be unfaithful to her, at least not with another woman, at any rate. She said it was all right as long as he gave her a child. He did so, and as his new wife conceived, he reutrned home to a land much poorer than it used to be, but one where his family still lived. He reconnected with them, but knew he couldn't bring his wife there. So he and said wife took up a job as freelance mercenaries and flew all the way to Hizuru, where she gave birth to twins...
Attributes
Talents
Non-combat
An athletic man who is proficient in the use of shields and swords as well as maces, and able to bear the weight of armor. Also a good singer and bard who is well-read in history and metaphysical theory as well as philosophy. Not just that, but he knows first aid and anatomy and is generally knowledgable in general.
Magic
Fire Magic - Kyros can conjure and control fire and its movements and shapes, as well as its temperature. Very basic elemental magic which is more useful when mixed with his other powers (see Spells), but is reliable on its own when other weapons or tools are unavailable...
Healing Magic (Rejection of Injury) - Kyros' Healing Magic works through rejecting the unpleasant aspects of reality, such as physical pain, wounds, or even maiming. Whenever Kyros wills one of those things to go away and spends Mana on it, it goes away unless counteracted by an even stronger Curse or counteracting magical effect. It also cannot work on nonliving things, although Artificial Intelligences count as 'alive' for the purposes of healing, leading to thoughts that it is Kyros' personal mindset that dictates how the Magic works.
Astromancy - Beneath the open sky, Kyros can call on the light of the Sun to fill up his reserves of magical energy and further increase his physical strength, the light of the Moon to give him the grace, speed, and luck of a nocturnal hunter, and the light of the Stars to give him luck and allow him vague insights into the future, as well as curse his enemies with bad fortune.
And as long as he is in the open sky, he can call down beams of starlight or even meteors on an enemy, which presents his main weakness: He cannot use his power when the Sun, Moon, and Stars are covered up by smoke or the ground.
Note: This isn't Canon Kingdom Hearts, but rather an Alternate Version of the setting in which Disney Worlds are replaced by Parallel Earths based on counterfactual histories. See below to see what the equivalent of Disney Castle is.
Updated Note: The First Version of this RP was written 8 years ago or so, way before I heard of FGO.
Kingdom Hearts: Alternate Lights
Long ago, there was One World, One Earth, and One Timeline, a world filled with Darkness and Light in unequal measures, with a greater proportion of Darkness to Light. This world, though many, was doomed to fall until one Hero delved into the secrets of the Light. He discovered that said Light flowed from an unseen land by the name of Kingdom Hearts, and that if he could just burst the barrier that separated this world from this source of Light, he can save the timeline.
And so, he did...but with unforeseen consequences. For what was once one world was separated to many, each with varying levels of Light and Dark. Now, any possibility for Earth to change, even the 'absurd' and 'impossible' ones, now sprang off into its own timeline, creating, for the first time, a Multiverse. The weapon the Hero used to create the Multiverse is called the X-Blade (Pronounced Key-Blade), and, seeing the consequences of his actions, the Hero shattered it into several pieces.
However, it was too late; the people of the various timelines saw, nay, knew, what had been done to them, and so created Lesser Keyblades in the shape of the X-Blade, so as to attempt to search for, and dominate, Kingdom Hearts. But, because of their hubris and ambition, they all failed, killing each other off except for a few repentant surviors, who swore off any attempt to dominate the Multiverse, and instead, chose to preserve it.
In time, the people of the Multiverse forgot about The Hero, the X-Blade, and the survivors of the Keyblade Wars, and slipped into complacency, thinking that their worlds were the only true ones. And so, centuries of peace and development passed. Then, one day, on the world of Shining Field, a Scholar in the House of Wisdom discovered the secrets of the Past, of the Light...and Darkness.
Only a few years after that, Shining Field burned, destroyed by an onslaught of Heartless, strange, black monsters with yellow eyes, who were resistant to most mortal weapons, and who, after destruction, merely reformed in another part of the world to continue their rampage. The Heartless consumed the majority of the inhabitants, man, woman, and child, before turning upon the Heart of the World, its Core of Light.
After that, more worlds burned in quick succession, as Heartless began emerging everywhere, like an unchecked plague. Not merely that, but there were hints that the Heartless were...guided, controlled by an unseen intelligence. And as if to add to the chaos and strife of the situation, strange beings called the Nobodies also emerged, sometimes fighting the Heartless, sometimes conquering their own stretches of territory.
And the Keyblade Order...was nowhere to be seen.
But there is hope: Creatures called Moogles have appeared throughout the worlds, offering trade links, technology, and magic that would give the worlds a fighting chance against the Heartless, and finally, ships that can connect to other worlds. In addition to this, people from all over the world with strong hearts have begun manifesting Keyblades of their own, weapons that are super-effective at killing Heartless, preventing them from reconstituting elsewhere. Now, the worlds prepare to strike back and find out who is behind this strange onslaught on the Multiverse...
-------
If you found that too long to read, then here's a summary:
Strange creatures called Heartless are taking over the worlds, the Moogles have come to save us through the power of trade, and people are spontaneously manifesting the Keyblade, a weapon that kills Heartless in droves. Also, there's Magic. And Technolgy. Sometimes a combination of both. Oh, and instead of Disney-based worlds, you get to travel to alternate timelines.
1.) No Godmoding or Powergaming, aka no controlling other players' actions, no defeating your enemy in one shot, and no shrugging of all hits without a magical shield. 2.) Any consenting relationship between people of the same age group is allowed, whether it's Homosexual or Heterosexual. If you cannot stand such things, don't post here in the first place. 3.) Be polite to others. 4.) Yes, you can play a non-human if he/she/they are not overpowered. 5.) All players must come from a universe with Humans and with a connection to Earth/Earth History. It can be as unrealistic as you want, but it must be A.) coherent, and B.) have at least some baseline Humans. 6.) Final Fantasy Magic works everywhere except when Final Fantasy Anti-Magic is applied. 7.) Please post once a week.
[U][B]World Sheet[/B][/U] [B]Name:[/B] [B]Summary of History:[/B] [B]Important Nations (Great Powers, etc.): Overall Technology Level: [/B] [B]Map:[/B] Optional; don't hesitate to add your world just because you don't yet have a map!
------
This is the Disney Castle equivalent; please don't respond to this with a Political Discussion.
World Sheet Name:Renovation (written by Soverihn) Summary of History: The Second Palailogoi Civil War, which in IRL, destroyed the Byzantine Empire as a Great Power, went the other way, with Serbia not interfering and the victory going to the Regency faction, who successfully reformed the state to lessen the aristocracy's power, redistribute land back to the peasants, increase the numbers of the navy, and take the Empire in a maritime, commercial, direction, trading with other nations instead of depending on landed estates. In time, this reformed Empire retook Anatolia using divide-and-conquer tactics, judicious alliances, and finally, luck.
It then used its position as a manufacturer of luxury goods, like Silk, to withstand the shock of the discovery of the Americas upon its economy, building the Empire 'tall' instead of 'wide', focusing upon economic and cultural pursuits instead of military conquests, as well as education. Despite this, they withstood more civil wars, foreign invasions, and coups, forcing them to keep developing their military.
Note, this is conjecture as the Timeline hasn't been finished yet: In modern times, the Byzantines can be credited with the invention of the Tank, the Stealth Fighter, and Rocket Artillery. Ever since the Enlightenment, they have also been a religiously tolerant state where Christians and Muslims live happily...as long as they speak Greek.
Important Nations (Great Powers, etc.): Byzantine Empire (Modern-Day Greece, Albania, Former Yugoslav Republic of Macedonia, parts of Serbia, Turkey, and Crimea. Oh, and Cyprus, and parts of Syria), Timurid Sultanate of Egypt (Egypt, Hedjaz, Yemen, and the Levant), Chobanid Empire (East Iraq, Iran, parts of Afghanistan and the Caucasus), France, England, Marinid Sultanate (Granada and North Africa), Alternate!Spain (Castile-Portugal), Aragon, Italy formed by Naples, Alternate!Germany, The Avignon Papacy, and its rival/competitor in Salzburg, Unknown New World Powers, and China.
Note: Much of this is conjecture.
Overall Technology Level: Modern-day.
Map: Optional; don't hesitate to add your world just because you don't yet have a map!
------
List of Destination Worlds:
1.) Ongoing World War II - The year is 1950...and the war is still occurring, due to the fact that the Nazis, using dark sorcery, have learned how to control the Heartless and unleash them upon the Allies, who are only saved from the verge of defeat by forming an alliance with Independent Keyblade Wielders and Nobodies. Not merely that, but Stalin has his own, dark plans to take control of the Heartless from Hitler. But, they will all find out that Darkness is not a toy...
2.) Puella Magi Madoka Magica - For the history of mankind, a race known as the 'Incubators' have uplifted young women from all walks of life, giving them great power as Magical Girls, and then feeding on said Magical Girls' descent into 'Witches', eldritch abominations that inflict suffering even as they are weighed down by the pain and despair of their lives. And, of course, the Heartless and Nobodies are added to the mix!
3.) Shimabara Triumphant - It is the Year 1669, 30 years after the Shimabara Rebellion held out long enough to force the Tokugawa Shogunate into a negotiated settlement that included lower taxes and freedom to worship. Japan had to revoke its policy of isolation from the world as a result, a development disliked by the ruling classes. Now, under a new Shogun, Tokugawa Ietsuna, an excuse has been found to revoke the Shimabara Peninsula's autonomy and invade the land once more with Dutch help, endangering the new Princess of Heart - Shiro Amakusa's daugther, who was never born in the Original Timeline!
Interlude World: To Be Announced.
4.) Fallout: Apocalypse Averted - The world of Fallout...only the Bombs didn't fall as the Big Bad took over and promised the leaders of the US and China that if they submitted to him, he would replenish all of Fallout Earth's natural resources and give them unimaginable power - which he did. Now, the US and China provide immense numbers of troops armed with Power Armor, Lasers, Plasma Guns, and Gauss Rifles and all that Atompunk stuff to supplement the Heartless!
5.) Cleopatra's Ambition - Cleopatra and Marc Antony have won the Battle of Actium, but at such a staggering cost that they were unable to follow up their victory with an attack on Italy itself. Now, ten years later, Antony has died of sickness, leaving Cleopatra defenseless against a renewed assault from Octavian, who the Big Bad now supports with several Legions of Heartless. But now, Cleopatra's 21-year old daughter, Cleopatra Selene, has exhibited powers of her own that her as a Princess of Heart, one in need of rescuing.
Interlude World: To Be Announced.
6.) A Queen of Hearts, not a Princess - The Battle of Bosworth ends with the death of both Henry Tudor and Richard III, leaving Elizabeth of York as the best claimant to the English throne. But as it would be decades before the country's people could even accept the idea that women could rule in their own right, most of England's nobles were now trying to marry one of their sons to the Yorkist Princess and hoping to gain control of the Kingdom that way. Elizabeth of York is also vital to the salvation of the Multiverse as she is a Princess of Heart, and thus the PCs are tasked to save her from the Heartless and a loveless marriage.
Interlude World: To be Announced.
7.) The Ruins of Old Earth - In 2020, Ascot Carver, the one who discovered Magic and the X-blade, sought to use the mystic weapon to avert a nuclear war and a certain pandemic. He got his wish, but after all nuclear weapons were destroyed and a spell was cast to prevent people from using nuclear energy for anything violent, the nations of the world simply turned against each other in a conventional war that broke the world order and the economies of all Great Powers. Now, Earth is wrecked by conflict, pollution, and climate change, and while modern technology still exists, society has been pushed back to feudal levels of organization. But there is hope, hope in the Last Princess of Heart and the compassion of other worlds.
Anyone can learn Magic, but few have the combination of strength of heart and imagination to be truly good at it. Therefore, Magical Academies are important so that what existing Magi already imagined before can be taught to other people.
There are six disciplines of Magic:
High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, others say it is the power of positive emotions, channeled through the human soul. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by magic to Mages and Magical creatures... But not ordinary targets, whose burns can be healed as normal.
World - World Magic is control over the physical elements of the world. Do you want to create Fire? World Magic. Do you want to alter Gravity to make yourself float? World Magic. Do you want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.
Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists, and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or reanimate/control creatures or beings which are already dead. That belongs to another school, the magic of the Underworld.
Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow (this is a high-level spell). You can even use this to transcend death, allowing you continued existence in this world without the need for food, drink, and sleep...
Timespace - The magic of traveling vast distances in a single bound, of teleportation, portals, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it can not do is reverse the past; basically, no time travel. Bullet Time and Time Stop are also possibilities for incredibly strong practitioners but have certain requirements that limit their effectiveness in combat.
Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but strong willpower can better resist its effects...
Note: A lot of individual spells are very broken by nature, and would fundamentally destroy the game’s balance if implemented. If you’re touching these spells, please make sure you have some limitations added to them. If you’re not sure, look no further than your GMs! They will be happy to answer your question/address the balancing of your powers.
Spell Mastery
Pretty self-explanatory. Each spell your character possesses has their own degree of mastery. The more you master a spell, the less effort (Mana, Time, other relevant resources) it takes to perform that spell. If you have enough spells from the same school mastered, you can choose to make it a <Magic School> Mastery trait. How many spells, you ask? Well, there’s not a hard-coded number for that. But I’d say about 3+ spells of the same school. We can lower the number if the spells are difficult enough, or raise it if they’re easier to cast. Having Mastery as a trait makes learning and mastering new spells of that school a lot easier.
How long is it going to take to master a spell: This gives me headaches every time. It really depends. From the length of an arc to the number of times the character practices/uses these spells. I’d say on average 1 spell is mastered every arc as a benchmark, but don’t take this as a gospel. Use a LOT of nuances when interpreting this. We’ll try to adjust and accommodate your needs, just let us know.
Enchantment Rules
Enchantment requires High Magic and a spell that you or another party member knows, along with an item to be enchanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.
Perfected Electrum
Electrum is a mix of Gold and Silver that occurs naturally but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into metal as hard as a diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). The Ascendancy of Man has a monopoly of Perfected Electrum; not that it helped them win the war.
Group Spells
Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization.
Update on Group Spells: There’s no longer any rules in terms of how many spells are needed to perform group spells. What combination of spells creating what is down to your creativity. Use your imagination! And a bit of common sense too…
Potential Non-Magical Options
Character Traits (Formerly Exceptional Skills)
Character Traits can both be a few neat bullet points to describe some of your character’s defining traits, and also accommodate your character’s non-magic skills. They essentially describe a portion of your character, and some of them might be capable of special effects that can benefit you and other characters in different ways.
A character Trait consists of 3 parts as described
<Trait Name>: <Trait Description>. <Trait Effects> <Trait Name>: Self-explanatory <Trait Description>: A few sentences explaining what characteristics of your character that this Trait is describing. You can go longer if you wish <Trait Effects>: These are optional, but the most interesting. These essentially encompasses the Ex Skills, but a lot more specific and individual-based.
A few examples of generic trait to illustrate this further
Swordmaster: His extended training with his family’s traditional blade and under their guidance have made him exceptionally capable with these weapons. Greatly increases proficiency when using blades Turtleback: His natural skin of his species allowed him to essentially be a walking mini-fortress. Enhanced resistance against physical attacks. A Healthy and Focused Mind: Her zen training allowed him to ascend to a higher spiritual state that allows her to act solely based on his instincts. Only usable in combat situation. Allows the character to ignore mind magic during these time. Only affected when said magic can affect subconscious thoughts. Disgraced Warrior: From a family of traitors, he is received by the public with mistrust. Reduce effectiveness when coercing people through diplomacy Supreme Chef: She’s just really good at cooking duh. <Blank> (Yes, you can leave it blank. You don’t have to have an effect for every trait)
Of course, these are generic examples that apply to no one in particular. Your character traits, however, are bound by their background. A character trait has to be connected somehow to your character and what makes them who they are. Unrelated traits will be rejected. Your trait names does not have to follow these format. Feel free to go ham and be creative with the name and description.
What these skills are not, however: They do not fully describe your character. There is and should be more depths to your character than just a bunch of bullet points. They have defining characteristics but they have nuances and more depths to and outside those characteristics. That’s how a great character is made
Some potential questions.
How many traits are needed: There should be no limits to how many traits you have, but please refrain from making too many of them. Remember this is supposed to represent defining characteristics that screams that’s them when mentioned. You don’t want to describe yourself like that. For starters, around 3-4 traits would be a healthy number (this number is preliminary).
What about combat with vague measures to quantify your strength: Well, this is not a tabletop RP to begin with. There is no dice. We have narratives and plots to drive your characters around. How battles would turn out is entirely down to you and your fighting partners. Discuss with your partner how you would want fights to turn out. Maybe this guy have a really cool move that he wants to show off, or this lady is cocky and needs to be slapped down a peg. After all, it’s more about building your character than a game of who gets to win. If you have problem deciding the fight, the GMs can step in and help
Can you bypass these skills somehow: Yes. Having traits that give you enhanced characteristics (durability/strength/speed/etc.) does not make you infallible (unless you opt in for it, to which you would need to give a GOOD justification). Having enhanced resistance against Mind Magic could fall apart if you’re intoxicated/not paying attention. Use common sense and logic at all times.
Gaining/Losing traits: This is possible, as your character changes, but you shouldn’t gain too many traits throughout the journey anyway, so when you want to add/remove/change a trait, contact your GM. Don’t worry we’re friendly
What about Magic Mastery: If you have 3+ spells mastered from the same school of magic, you can gain a mastery trait of that specific school, giving you increased magic literacy for that school. If you CHOOSE to have that trait at the very beginning, and thus giving you at least 3 spells to be mastered, it’s best you contact the GM so we can discuss it.