[SU/D] The Wishing Grail

AlchemistFox

But, all the cool kids are doing it...
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The Wishing grail.

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This RP is [CLOSED] for entrants at this time.
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Link to IC thread: http://www.finalfantasyforums.net/threads/62544-IC-The-Wishing-Grail?p=1106240
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There is a legend of a magical grail that is said to bestow the drinker with a wish.
The main problem here, besides finding and obtaining it, is that it's wishes are predetermined by several factors. Some of which are when it's drunk, what weather there is at the moment as well as... well, that's a problem.
First of all there is said to be only one mouthful, as in one drink from the grail. As it's drunk the 'wish' is forced upon the drinker regardless of what it is.
The information of what kind of wish it will bestow at the different drinking chances as well as the information of the other factors were lost. There was a group of scholars working on this for years, but as they neared anything proper to disclose the building they were in exploded. There are rumors of sabotage as well as accidents in the other laboratories localized in the same building.

What is known, however, is that the grail is located at the end of The Golden Path. Though it's exact location is not known rumor and information has the entrance to the Path localized somewhere in the Blade Teeth mountain range. To further add problems to this, it's not just to go there and look around. The mountain range is partly located in the jungles of Sagyag which has concrete evidence of several cannibal tribes, not to mention mythical beings long lost to fiction.

As this knowledge is not uncommon by any means, there are always expeditions going there, scholars and nobles paying for proper and validated information about the 'wishes' and ego-filled adventurers taking the journey alone or with only a small group.
Those who don't return in shame and failure, tend not to return at all from the perilous journey. Due to this there are more people trying to figure out the factors and list of Wishes, a proper list and one retires with enough wealth to live like a lord for generations.
This doesn't even compare to the rewards stated for the actual grail itself, undrunk off course.

This is where our story starts. As a part of a small mercenary group traveling where money brings you, doing what you feel comfortable with to further your own lives in the form of food, shelter and better equipment. If you have an interest in the grail or not doesn’t matter, the group is not based on this in the slightest, but one young man of the group; Jedark Suiaerl, is on a personal quest to figure out the details about it.

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TL;DR
This RP takes a standard form where we go from place to place, or rather mission to mission as there is an overarching plot with several small jobs in-between.
The missions will be varied, can be made up by the players or the GM.

Due to the nature of the abilities and details of the Grail, my character will handle most of these details. In the event that character X finds out something, s/he will be PM'ed or contacted otherwise with the details. And the player decides what to do with the details.


Rules
00 - Any of the rules can change at any time. More might also be made up when the need arrives.
01 - Standard rules, no G-modding, powergaming or metagaming. Basically; don’t be a dick.
02 - The party is at most to be mid-range powered/skilled, advancement happens through RPing.
03 - I reserve the right to approve or deny any character for any reason that works for me.
04 - Make your own character sheet, it needs at the minimum name, age, gender, race (description if it’s strange), visual apperance and a brief explanation of powers.
05 - Not all races are approved, though most are. See rule 03. To find out try your luck!
06 - This is set in a ‘standard fantasy world’, where magic exist and is pseudo common but not overly so. No guns or electricity.
99 - To make sure you have read and understood the rules, at the very start of your post you are to add the taste of color 7. (Just read the roolz, ok? ^^ )


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Character - User
- Jedark Suiaerl - Red Fox
- Ramja Bal - Tipsynaruto
- Amira al-Mu'tamin - Noblesse Oblige
- Dapeton "Dape" Tsaf - ponz31
 
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Due to the nature of my character, only common knowledge about him as well as name..etc will be given.

-Name: Jedark Suiaerl
-Race:
-Gender: Male
-Age: 21

-Appearance:
Jedark looks surprisingly young for his age, having many considering him to be under his actual age. Looking like he’s 15 or so has him quite annoyed in most cases it becomes a subject, adding his rather low height of about 150cm (4’ 11”) has him being looked down on most of the time.
He has shoulder-long brown hair tied back in a high ponytail and deep hazel-brown eyes. His pale complexion is free from impurities save some minor scarring across the bridge of his nose. Body is surprisingly sturdy but not as strongly built as his actual age would suggest, rather sporting a slight toned look to his apperance.

He covers himself with a rather common leather attire. A light gray long-sleeved shirt with a leather jerkin covering it. The jerkin itself is of a dark brown fastened with a few buttons down and a large belt-like clasp around his waist.
Legs are clad in the same style leather pants which are held in place with a braided leather belt made of the same color. Boots are quite sturdy and though they show clear signs of being worn they do not show any signs of taking damage from it.

Over this he has a bandoleer with throwing daggers and a small backpack across his back.
Though it’s very hard to see, he has another sheath on the inside of his jerkin, it’s quite flat and covered by the bandoleer but there is one there if one looks close enough.


-Weapons:
-Crystal dagger.
This is a very special dagger. It looks rather plain as far as design goes, sporting a curved single-edged blade. Total lenght is no more than a foot, no crossguard or fancy inscription and only being leather wrapped as a handle.
The thing that makes this dagger special is it’s make, it’s made of an almost glass-like crystal. Though as strong as steel it looks quite fragile given its apperance.
As a bonus of it’s crystal make is it’s incredible sharp edge.


-A bandoleer of 5 throwing daggers
 
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-Name:
Ramja Bal IV

-Race:
Yutakai
The Yutakai’s are an all androgynous race by nature and are distantly related to Dryads. They appear quite similar to humans with a few distinctive features. The main distinction is that they do not have a pre defined gender.Their gender changes between neutral, female and male depending on psychological factors and it never actually settle permanently. However, these psychological changes need to be significant and most Yutakai’s are stable for a substantial amount of time. Yutakai’s tend to stay as neutral gender in their childhood and may begin to develop gender changes in their mid to late teens due to psychological changes from living experience.

All Yutakai’s physically appear somewhat effeminate. They tend to be lithe and supple, but never stocky or squat. They can build into having muscles, but it is hard for a Yutakai to be obese or bull necked. The difference between males and females are less obvious than humans as a result, with their frames and features being more similar between sexes.

Each Yutakai grow a pair of horns from their head. Each one is unique and can be used to identify specific Yukatai from another by the Yutakai’s themselves. They can range from being rather branch like, to animalistic, to appear rather ornate and made from metallic material or stone. The colour of their hair is broken with iridescent strands and streaks that is most obvious when in the presence of strong light. As a result of this genetic feature, it is not overly unusual to see a Yutakai with the most conspicuous hair colour, although many just have small streaks that are not obvious as it is dispersed evenly amongst the hair.

-Gender:
Androgynous (I will be referring to Ramja as they/ it/ them. Feel free to refer to Ramja as whatever gender your character wants).

-Age:
17

-Appearance/Attire:
Being Yutakai royalty, Ramja is noble and elegant. As of right now, due to Ramja’s age, they are deemed neutral, but with subtle female leaning. However, many consider Ramja's gender being technicality a "her", but she prefer others to refer to “her” in plural pronoun such as they, them, their etc. However, her frame is slim and lean and she has slightly wider female hips and barely noticeable chest, but with an oddly dashing and handsome face that clashes with her body. Ramja isn’t overly tall, standing at around 170 cm, but she carries herself in a dignified and commanding manner.

Ramja’s hair is a golden blonde with thin strands of iridescent hairs evenly spread across her head. This makes it seem like she has a glowing aura which is a genetic trademark of Yutakai royalty. Her hair rather long, reaching down to her waist. It is slicked backwards on her head with two sharp “ahoge” that comes out of the middle of her hairline at the forehead whilst the back is tied in a ponytail at the base of her neck. Ramja’s horns are also rather draconic and ornate. They rise from just above her ears, they reach out up and downwards diagonally backwards in a tiered style. The tall, double pronged horns are another outstanding feature of the Bal royal family, standing tall above the top of her head

Ramja’s appearance defines the Yutakai race to one word, misleading. With the body of that of a developing female, but with a rather handsome face that entices both males and females. Females see her as very handsome whilst to males, she is effeminate enough to be considered beautiful. Her eyes are a crystal emerald green and are sharp and perceptive topped off with thin, angled eyebrows

Ramja wears a high collared, buttoned tunic in forest green with elaborate gold embroidery with a brown leather belt with gold leaf theme trimming around her waist. The pants are an even darker olive green with her feet clad in a sturdy leather boot capped in plates. Above all this is a thicker, darker green, high collared tunic coat with gold trimmings that reached down to her shins. Ramja keeps this coat buttoned up from collar down to waist.

-Personality:
Ramja is confident, commanding, meticulous and headstrong, as befitting of her status. As one of the successors to the throne, Ramja holds herself in a dignified and serious manner and does not partake in idle and meaningless activity willingly. It is not to say she is without humour and flexibility, but where one would feel euphoric and show excess joy, Ramja would will herself to control her emotion and feel pleased or satisfied in its place. Her bearing does have an odd effect on those around her. Her birthright and personality make most people pay her respect, but also build a wall between them. This makes it hard for people to enter her inner circles as they feel that they are from different worlds, but those that do overcome this wall, are given quite a lot of tolerance, leeway and trust.

-Weapon(s):
Twin Oriental Broadsword #2:
Ramja’s primary weapon is a twin oriental broadsword that is sheathed into one scabbard. As a castle forged weapon from the Imperial Palace, these pair are different from the mass produced swords for commoners. Where commoners broadswords were designed for untrained hacking, Ramja’s swords were designed for efficient slashing and cutting under a trained martial artist. Therefore, its blade is not as wide, but it is longer with a 67 cm blade length with a 13 cm hilt. The hilt and handguard is split in half for each side of the twin sword. However, the blade and the hilt has several special design.

The sword has a special features specifically crafted for the Bal royalty. It has a minor fuller on the inverse side of the blade with three holes spread evenly in a line along the fuller on each blade which runs down past the hand guard before coring out the hilt. Each hole has a slight countersink on the outer side of the blade. The core of the hilt and the fuller at the handguard has a piece of live wood (wood imbued with heavy magic) set securely inside. What this allows Ramja to do is put both swords together and use her nature power to have the live wood grow up along the fuller and then out the three holes and fill out the countersink holes. This essentially holds both side of the sword together into one blade turning it into a single broadsword and even provide limited nature magic from the live wood. Ramja carries this sword behind her waist on the left side, allowing it to be out of the way when not in use, but close enough so that she can pull it to her side with her left hand and quick draw with her right.

-Other:
Ramja is naturally charismatic and commanding due to her upbringing. The common crowd and those weak of will tend to heed to her words as authoritative and people tend to avoid earning her ire or displeasure.

She is also a learned scholar in botanic science. Yutakais tend to pursue paths that in one way or another link back to nature and botanical science was what Ramja has decided to pursue.

-Magic/abilities
Ramja’s magic revolves around nature. She inherited more of the Dryad genes than most and is more in tune with the flora of the world. As a result, plants of all type are more willing to answer her call. Ramja is simply able to grow and control plants to her will and can making them grow at an accelerated rate and to unnaturally large proportions. Ramja is quite flexible when using her magic. Using live plants is the easiest for her as all she does is manipulate and control flora that are already present. However, in areas where plants are scarce, Ramja would either have to force grow the plants, which reduces their effectiveness or use seeds which she carries around. Plants grown from seeds or branches can act in the same manner as live trees, however, unless they can sustain themselves in the area when Ramja leaves, they wither quickly. Singular buds and small flowers do not necessarily require seeds or any material to flower, but the effectiveness and longevity of the plants are more potent with seed grown plants.

While she can use them independently, Ramja treats both her swordsmanship and her magic as equals. As such, Ramja uses her magic in conjuction to her swordsmanship.

-Brief history
TBA
 
Name:
Amira al-Mu'tamin

Age:
18

Race:
Human

Gender:
Female

Appearance:
Amira stands at 5'2" and weighs a little over 145 lbs. She is of a midweight build despite her size, with long black-hair extending down to her shoulders. Amira has brown eyes and has very tanned skin.

Amira wears a long purple longcoat with a series of straps and buttons to tie it together. Within the longcoat is a small, black miniature shirt that extends down to her midriff. She wears a dark brown colored trousers and bodysuit that extends up to cover part of her midriff. Around her waist and including her jacket is a leather belt with gold rings around it. The center gold ring is separate from the belt and serves as a buckle of sorts. Amira wears long boots that are of a silver-blue color in all (despite the picture, she does not wear high heels.) These boots extend to halfway up her lower leg.

Personality:
Despite Amira being of the Kokonid faith, she is considered to be brash and to a certain extent haughty. She is always one to want to prove herself to everyone that she is skilled. In reality she is doing it to prove to herself that she is the best at what she could do, and also so she could protect those she feels close to. It is for this reason she shows jealousy towards those who she feels are better, and takes it upon herself to push herself harder to surpass any of her rivals. While she is shown as an arrogant individual, despite the Kokonid teachings for humility, it is in reality an act, an attempt to hide how she truly felt by anyone, be it friends, family or foes.

Job/Class:
Assassin/Mage

Weapons:
Amira wields a short blade type weapon known as the Khnjr mn Alwrd (Median for Rose Dagger) The blade is roughly 18 inches in length and has a slighty curved blue steel handle. In the center of the design is a proverb about Roses in the Median language.

Amira also carries a second short blade that is 20 inches long in length. The straight blade, known as the Mkhls (Faithful) has a to its handle (albeit it has a red steel handle rather than blue) and the handle sports a prayer written in the Median language.

Abilities:
Offensive Magic:
Amira is trained in the mystical arts as part of her training. However, her spells are only limited to enhancing her weapons as well as any weapon she comes in contact with, with an elemental charge. She knows 8 elemental charges: Fire, Ice, Lightning, Water, Wind, Earth, Holy, and Shadow.

Parkour:
As an assassin, Amira is quick, agile and flexible. She is able to perform free running, including running across narrow footing such as ropes and gated walls, running from building to building with ease and be able to perform attacks from high up against unsuspecting foes.

Story:
TBD
 
Dapeton Tsaf - "Dape"

Age - 35

Race - Human

Characteristics - Curious, quiet and composed. Always in fear of being caught unprepared. Does not like new areas. Very observing of his surroundings. Not a man of many words. Very mysterious.

Physical - Average-looking, medium-built, medium-height man. Very ordinary-looking to the point that be looks like a commoner or a peasant. No distinctive features to tell him apart. He is always dressed in tattered overcoat robes, rough, brown commoner pants and a dirty, grey shirt, held together by fastens and buckles on the sides of the rib. The robe Dape wears comes with a hood, concealing his face. It is not certain what is under his robe. One might suggest he is a merchant travelling on a guise of a poor man, or a wizards of some sort, trying to hide away and blend in the crowd. Others may sense that he was a once great warrior from a distant land whose chance for glory was cut short with a debilitating injury. All these are far from the truth and will unfold slowly as the story goes on.

Character quirks - Hates crowds, awkward to speak to. Conversations with Dape make others uneasy due to long pauses and short replies. His socials skills are not one to be desired and most people mistake his lack of speech a way to distance himself from others. Some may say that he is hiding something that he is unable to discuss for fear of piquing others' interest, while others think that Dape carries the weight of the world, keeping all the world's problems to himself.

Alert trigger - When surprised or ambushed, Dape looks for cover as if it was second nature. This hints that he may have some sort of military training or received covert operations training.
Adventuring quirks - Cautious to a fault, very untrusting of strangers and rogue types. He is uncomfortable in cities and urban places, always looking over his shoulder and listening in on conversations, searching for hints of aggression towards him. He is always scanning his surroundings and looking for the nearest escape routes if one were to find himself in an unfavorable situation.

Battle - Not a very good fighter when caught off-guard, Dape is heavily reliant on objects around him. He is an excellent trapmaster - turning everyday objects into deadly traps and bombs. Has a certain affinity for magic scrolls, tools and trinkets. If a permanent effect is cast by a magic item from Dape, the effect will have a cap of 15 seconds after which the item will disintegrate. When faced without a weapon or caught unprepared, Dape is no different to a farmer or peasant forced to fight. He will always try to look for situations where he will get the advantage, sometimes trying to lure enemies away from the battle just to lead them to a trap.

Special traits - In possession of the "Bag of Twenty". Bag looks like an ordinary leather rucksack with a leather flap lid. It has small pockets on the side for small items such as currency or pellets which is not affected by the the Bag of 20's ability.

Ability explanation - Can only carry 20 of any item. Items must not exceed the size of the Bag and should be able to fit the opening. The bag itself does not weigh anything and looks like a worn empty bag. It is not sound proof. The contents rub against each other hence valuables like potions and explosives are not recommended. The wearer only needs to think about the item inside it and put hand through the opening and the desired item placed in it will be grabbable by the hand. If another were to perform the same thing, the bag will be as if empty. Ingredients and other items such as powders and liquids are limited to the size of the container. For example, if Dape finds 6 pearls, 5 scoops of powder and 3 apples, he will need to group these together in separate pouhes before putting them in his bag. He will then have 3 pouches - 1 for the pearls, 1 for the powder, and 1 for the apples. The containers can be anything from waterskins to envelopes. The bag limitations apply to the containers meaning Dape can't fit anything that is bigger than the Bag of 20 or its opening.

Background - Dape has never been treated like royalty or given special consideration. He was brought up knowing that if he wanted to be somebody, he will need to do it his own way without the help of other people. His mother, Emma, a courtesan for the king, filled him with stories of great kings and rich adventurers. Out of poverty, she offered herself to be sold out to a patron who ended up being the king of a distant land. There is no evidence that this king may have been Dape's father as he has a stunning likeness of his father, Grok. Dape was quite fond of his father. He loved reading his father's journal where he learned about fascinating beasts and magical lands. This was the only thing keeping Dape interested as he was surrounded by farmlands in all directions, as far as the eye can see. His next-door neighbor is a 5 days' journey away hence the family is left to defend their own. They are raided by bandits and criminals frequently, some burning their fields while others demanding tribute for "protection". One day, while Dape was going through his father's journal, his parents Emma and Grok were summoned by some wealthy merchants from the nearest town. Months later, when Dape decided to travel to the same town 10 days journey from where he lived, he found his mother's body, severely charred beyond recognition. She was tied up against a tree and her would-be attackers set the tree on fire. The only thing left on her was the metal band Dape gave his mother on her right wrist. His father was nowhere to be found. He went home a changed boy. He packed his belongings and swore to find out whoever did his to his mother and find out where his father is.
 
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