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Grace O’Faolain


"If death be what ye seek, then surely, I can give it to ye."





Name
Grace O’Faolain


Nicknames
Gracie ~ an affectionate name used by her kin, and fellow sailors. She doesn’t quite like it when others that don’t know her that well, use that name, to her, it’s a sign of disrespect, as they haven’t earned the right to call her that.

Cutthroat Grace ~ A nickname used by the people of Raughlaih, and Dunohwain, as she has murdered countless vagabonds that have gone against Baron O’Clearigh


Role
Navigator


Age
27


Gender
Female


Reputation
In her homeland on the Isle of Falkirk, Grace is a renowned woman for her sailing skills, as under her father’s guidance, she has sailed on his ship on several voyages. Her father, Rorik, owns a fleet of ships, most of which they use for trading with the regions to the east, along the southern coast, just north of the Whispering Badlands. However, when there is a clan dispute amongst the other islands that surround the Isle of Falkirk, Rorik and Grace set sail to dispel the upheaval, often times resorting to violent measures. A common whispered word about Grace are the following, ”vicious corsair woman”, “treasure seeker”, and most importantly, “one helluva sailor”.







Appearance
When first meeting Grace for the first time, most will note, her storm-grey eyes, and the way her gaze seems to pierce the soul of those she meets. Her skin is tawny, as years spent under the blistering sun have tanned it, and when the sunlight illuminates her hair, it is the color of fire itself, bright, coppery orange. She has a lithe, well-muscled figure from the work aboard ships at sea. Men of the vindictive nature would think her easy prey for her feline features, yet hiding beneath the surface is a raging torrent of violence ready to burst to at the seams if tempted. As she speaks, many will notice her strange, and peculiar accent. She is well-spoken, but it can be hard to understand her as she is not from any of the kingdoms surrounding the Whispering Badlands, though her voice is husky, she has a tendency to speak in a singsong voice, as if everything she says she has the intention to erupt into song.

Were she to pull back her long locks of copper hair, and conceal it under a cap, most folks would believe her to be a young boy, as she is not well-endowed, save for the prominent curve of her hips. She is rather gangly at that, as she is rather tall for a woman, but she simply attributes that to her place of birth, as most women are tall on the Isle of Falkirk.

When it comes to the matter of her clothing, Grace forgoes the traditional clothes of women, leaving the skirts and dresses behind in exchange for a loose, billowing white top, with a green leather waist cincher, and a pair of brown cotton trousers. To protect herself from the heat of the sun, she's purchased only recently a wide-brimmed hat, green in color, and a cloak to match. Around her neck, is a simple pendant that hangs on a black corded string, what is the pendant itself you ask? Why a rough, untumbled serpentine stone, green as an emerald but with a curiously black center, like that of a snake's eye. In her ears, are two black onyx stones inlaid in gold. On her right hand, she wears only one ring, it is a ring with a gold band, and an onyx stone as well. If you ask her why she wears onyx, she'll simply tell you that it wards off negative energies.


Height
5 feet 8 inches


Weight
135lbs


Positive Traits:
  • Optimistic – Grace always views life by looking at the brighter side of things, she has an encouraging spirit in the darkest of times.
  • Adventurous – She possesses an adventurous nature, one where bravery, and courage is needed. She is willing to take the more difficult path, even if it is full of treacherous obstacles.
  • Dependable – No matter the circumstance, Grace can be counted on to come through to the other side. It is why her father has often allowed her to take charge of his ships if he has other important matters to attend to.
  • Honest – Of all people, Grace will tell it like it is, even if it means hurting people’s feelings. She doesn’t believe in sugar-coating
    anything, and believes she strongly in telling the truth. It is extremely difficult for Grace to tell a lie, though, she has done it before when she has found herself in a sticky situation.
  • Resourcefulness – As those she has sailed with before; Grace has found uncanny ways to make ends meet. She has a knack for observing her situation, and enhancing it, especially if she is lack of something, such as shelter, food, or even water.


Negative Traits:
  • Hot Headed – Grace has a hard time controlling her anger, and can be particularly stubborn when she firmly believes she’s right, which isn’t always the case.
  • Violent – Due to the countless raids ran on unsuspecting ships that have faulted the O’Faolain clan, Grace is more prone to solve things with violence instead of talking things through, or even finding a more peaceful resolution.
  • Rebellious Spirit – As accustomed to seafaring ways, Grace is uncannily rebellious, and it has often landed her in hot water before. She is far from lady-like, she swears, spits like a man, and has a hard time handling any form of authority, particularly when it comes from someone she doesn’t like.


Personality Description
For those that have never met Grace before, most will note her unlady-like ways. She curses, spits like a man, and has a hard time keeping her voice down in arguments. While violence is in her nature, as Grace prefers to solve her problems through fisticuffs, or a good swordfight, she is also a very positive person, which may come as a shock to others who take her to be a simpleton. One will find encouraging words coming from her mouth, instead of insults, depending upon the situation of course. She is an honest person, and finds lying hard to do, though, given the circumstance, she will if she has to. Most will find Grace too blunt for their tastes, but as they get to know her over time, they will see that she means well. Not only is she dependable, always completing her assigned tasks, and coming through on personal favours, Grace is also extremely resourceful. To her, it is like a second nature, she is constantly surveying her surroundings, keeping an eye on any unsavory people in her midst, taking note of anything that can be used in a fight, i.e., bottles, chairs, anything that really constitutes as a weapon.

She is quick to smile, and will offer an intimidatingly strong handshake to those she has never met before, as she likes to hear how people flinch at a woman’s strong handshake. When given the time, if it is appropriate, Grace has an infinite amount of sea shanties she will sing.


Likes
  • Cats
  • Anything green
  • Sweet, sweet, honeyed meade.
  • Exploring
  • Singing
  • Dancing
  • The ocean, or any other body of water.
  • Nature
  • Cats again, because why not?


Dislikes
  • Sexism – men and women alike.
  • Running out of meade
  • People who complain
  • Goats – She thinks they’re just plain evil, look at those eyes!
  • Mouthy teenagers who don't know their place, *hinthint* *Emmett*
  • Being cold
  • Losing a fight


Skills
  • Navigation
  • Sailing
  • Sword-fighting
  • Hunting
  • Horse-Riding
  • Fishing
  • Basic Survival Skills (i.e., tent building, fire making, drying/smoking meat, etc.)
  • Cooking, Sewing, Gardening


Weapon(s) Description
  • Steel Shortsword, and x2 Iron Daggers
    Grace owns a steel shortsword, one that never ventures far from its sheath, unless of course, she is engaged in battle. The sheath itself is wrapped in worn, embossed brown leather, depicting ivy leaves encasing it. On each side of her hip, dangles an iron dagger with black leather wrapped handles, you know, for safety measures. These daggers are mostly used if she loses her sword in combat, but majorily act as a cutting device.


Quirks
  • Humming – Grace does this when she is nervous, or bored.
  • Kicking/Digging the ground - When she is extremely bored, Grace often digs the heel, or the toe of her boot into the ground beneath, mainly when she is waiting for something to happen, or just being impatient.
  • Making Things - Quite literally, Grace will make crowns or bracelets from twigs, or blades of grass, whatever she can bend, tie in a knot, she will put it to use, another thing she does when she is bored.
  • Tattooed – On her back, as is not common with most women of her time, is a black oak tree.
  • Spitting - Oh yes, watch out for those gobs of spit, so you don't happen to step in one. Not that she hawks loogies, but she spits when she's mad by spitting at their feet whomever she's arguing with, or she'll spit in her hand to make an agreement. She just spits a lot... She's picked it up from the men aboard her father's fleet of ships, that's for certain.
  • Superstitious – Did you catch Grace doing something weird, or strange? If you ask her about it, she’ll likely tell you it’s to ward off evil spirits, or it’s just something she was raised with.


Weaknesses
  • Again, cats. – Grace really does have a strong affinity for cats, if she sees a cat in trouble, she’ll often rescue it, no matter the precarious position it has gotten itself into, that’s just how she is.
  • Prone to drinking – She won’t deny it, her favorite choice of drink is meade, meade that hails from Falkirk particularly, but that doesn’t mean she won’t drink any ale or rum in that case. However, Grace is not an alcoholic, she just drinks…a lot.
  • Insomnia – It is hard for her to get a good night’s rest, and when she does, she is often troubled with haunting dreams of the countless people she has killed.


Fears
  • Fear of Falling in Love – Of all people, Grace isn’t a sucker for love, or at least she says so, because she actually has never loved anyone. In fact, she is so afraid of love, that she turns down any advances from anyone, she just doesn’t want to deal with it. Perhaps it is the fear of being left alone in the end, or the fear of rejection that keeps her from settling down.
  • Fear of Growing Old – Grace is in the prime of her youth, she has watched many elderly people die, and she doesn’t want to have the chance to grow old. That may be why she finds herself in reckless situations time and time again, as she doesn’t want to become a feeble, forgetful old woman.
  • Fear of Snakes – Terrified of snakes since she was a little girl, Grace was bitten as a child when she was swimming in the River Saohain on Falkirk.


Secret(s)
Grace has killed over one-hundred people. It is in part why she suffers from insomnia, as she sees the faces of those she has killed in her dreams. She suffers from a guilty conscience. Killing has become natural to her, that she doesn’t hesitate to do it if it calls for it.

Another secret that most won’t know about Grace, is that while she is afraid of falling in love, Grace is attracted to both men and women, of course she has told anyone.

On top of being attracted to both men and women, there is a man that fell for her, one that she dreams about to this day, his name is Cillian, though she doesn’t like the idea of marrying him, or anything of the physical nature. She often wonders what happened to him, as she hasn’t seen him in ten years.

Wanted Criminal in the northern island kingdom of Dunohwain, a rival kingdom that Clan O’Faolain has pillaged countless times.


History
Born on the night of a full moon in the fall, in the manor of the O’Faolain clan, on the northern shores of the Isle of Falkirk, Grace was raised by her mother, Clara, and her father Rorik. In her early years, Grace, as the only daughter in the clan, was doted upon by everyone in her family. Her seven brothers, Eoin, Liam, Cian, Darragh, Finn, Rory, and Lorcan accepted Grace like another brother, and took her with them on their countless escapades across the misty moors, often resulting in chastisement from their mother for being fools. By the age of 9, Grace could best her youngest brother, Lorcan, in fight of wooden-swords. She had a hard time with the other children on Falkirk, and often stuck by her brothers’ side. Her life in the manor was a peaceful one, until she turned fourteen. Her eldest brother, Eoin, now twenty-one, set sail with their father, as did Liam, Cian, Darragh, and Finn. An island to the south of Falkirk, had kidnapped the wife of one of their fellow islanders, and to rescue her from a life of certain misery, they sailed to the tiny island of Raughlaih, and plundered the villages in search of her. When they found her, they slaughtered the man and his children without mercy, and returned her to her own family in Falkirk. Piracy was rampant across the isles surrounding Falkirk, and not because of the O’Faolain’s, as there were other clan’s causing chaos during these early years.
Baron Owen O’Clearigh, the man in charge of Falkirk Island, had difficulties with Dunohwain to the north, and Raughlaih to the south. The Baron of Dunohwain, Cathal Mac’Gallchobhair, and the Baron of Raughlaih, Ferren Cearbhaill, were in constant conflict with O’Clearigh over various treaties and pacts they had signed. When one treaty or pact was enacted, either Mac’Gallchobhair or Cearbhaill, would violate the terms of agreement, often times over petty arrangements, such as who had rights to what waters to fish in, what uninhabited islands belonged to whom, or the taxation of land and property.

Irritated with the constant fighting between the three isles, Owen O’Clearigh enlisted the help of the O’Faolain Clan to act as mercenaries in keeping the peace between Dunohwain and Raughlaih. During this time, while her father, and her five brothers went out to sea to patrol the waters between Dunohwain, and Raughlaih, Grace stayed home with her mother, and her two younger brothers, Rory and Lorcan. For years, while Clara tried to domesticate her daughter with skills that most girls her age had mastered, such as sewing, cooking, tending to the garden, and the like, Grace fought with much resistance to being held to the ideologies of a proper woman. The only thing in the world that she wanted more, was to be captain of her own ship, and sail the waters unknown past Falkirk, Raughlaih, and Dunohwain.

When Grace reached the age of 17, after much pleading to her father, Rorik relented in allowing Grace to come aboard The Velvet Maiden, his biggest ship yet to own, and sail with him for a year in patrolling the waters. While Clara struggled against the idea of her only daughter sailing out to sea, her father kindly reassured her, that Grace would be in the best of hands. To Grace, she relished the first time the massive, twin-mast ship left the docks of Falkirk Bay, and sailed out into open water. One year, turned into ten, and over the course of the years, Grace aided her father in decisive battles against the marauders of Dunohwain, and Raughlaih, that threatened to capture Falkirk. They raided the strongholds on the islands where the marauders called it home, often plaguing the villagers for answers of their whereabouts. She wielded her shortsword like an extension of her arm, spinning, slicing, and cutting through the air with deadly accuracy. She developed skills of covertness, hiding in the darkness of the shadows, painting her face in fearsome colors to terrify her enemies, and slipping the blade of her dagger between the ribs of her sleeping foes. As time passed, Rorik expanded his fleet to eleven ships, and became the largest merchant, and the most profitable in Falkirk, as he had his crew venture to the east, the coasts above the Whispering Badlands, and return with commodities that Falkirk never had before, such as spices like cardamom, saffron, pepper, and various chilies; he brought back luxurious bolts of fabrics for the nobles on Falkirk, like silk and velvet, and countless other goods unobtainable on the island.

During the time spent on open waters, Grace busied herself, when she had time free from swabbing the deck, helping pull of the anchor, or even unfurling the sails, with reading. It was here that she learned of the legend and tales surrounding the Whispering Badlands, of a beast known as the Shade, one that held the key to replenishing the vitality to Mother Nature’s Palm. It was during an expedition to the east with her father, that she had ventured into a general goods store, and while browsing the limited section of books available, she pulled out a book with faded black ink inscribed on the front that read, The Mysteries of the Valley. She thought nothing of it until the chance of opening the book back on The Velvet Maiden, when a curious map fell out from the leather binding. She could hardly believe her eyes, where it led to exactly, she could not tell, save for a black “X”, on the map.



@beyond visions I sent you my PM regarding my CS.

As for everyone else, I'm eager to see what you all think of my character, if they are approved. (;
Hey all, I was curious in the role as the Navigator, but I have a few more questions regarding the roleplay first before I commit fully to working on a CS, as I need to know some essential background information.

I know this RP is focused on the Whispering Badlands, but in regards to the rest of the outside world, how is the outside world run? Is there an empire ruled by one monarch, is it an oligarchy? If so, who is the said ruler, and what is the name of said empire? Are there other "other kingdoms" within this continent that the Whispering Badlands borders? If so, what are those kingdom names?

I would just like to provide some more character detail when writing the history section is all. I have an idea that my Navigator would be a woman, in her late twenties, perhaps an ex-sailor, or some ex-navigator of some expedition, or even a historian that has stumbled upon a map for this quest in her search for the secret that lies within the Whispering Badlands.
@MacabreFox Well, as concluded in the introduction, the technology within the roleplay is based around that of the middle ages. So, swords, shields, steel, and even compasses are up for fair game. However, guns and devices related to that sort is not. As for characters, the physician has already been reserved in the OOC. But I am happy to give you the navigator role.


Ok, just checking. I have some more questions regarding lore, especially the name of the world, how the kingdom is run (is there a kingdom??), and other questions of that sort, but I'll take a gander at the OOC and start working on a CS then.
Slightly interested, my only question, what is the technology in this RP? I would be interested in the Navigator or the Physician character archetypes.
Seconds after leather soles touched the top of the ridge over which the other folks in the rescue operation climbed, Ariane gratefully lent her magic, and with the aid of a feather spell, magicked up Sevine. The sensation alone caused a tingling in her toes, and her head painfully light, as if she hadn't had enough sleep, or drank plenty of water. She was certain that managing the climb up, rather harrowing as the situation presented itself, would be a feat she could accomplish, just like scaling pine trees back in Falkreath, icy pine trees with no tree limbs for supports that is.

When the frozen door, graciously kicked in by Farid, opened, a blue orb shot out of the inner chamber, to which Ariane raised the alarm by identifying what the blue orb actually was, some type of magickal anomaly. The first one out of the chamber struck the last man down into the ice laden shaft, Sevine tried to prevent the evident fall by lurching sideways, yet as she hit the ground, his boots slipped out of her hands, missing him by mere inches. Her eyes watched in horror as she gazed down at the man, his legs askew, head turned sideways, and blood pooling around him. Sickened, she rolled away from the ledge, and leapt to her feet.

Following the example of Roze and Farid, she brandished her axe, and cut through a spinning blue orb that burst into a bright shower of vivid azure magic...dust? No, energy seemed to be the right word. Hell, Sevine didn't know a lick about magick, so she wasn't even sure what the proper term was. Regardless, when the anomalies were extinguished, they proceeded onward, and began the ascent up. For Sevine, when it came to ladders, especially ones that spanned the length of a two-story building, the tingling returned to her toes, and she had to focus on keeping her gaze cemented on those above her. She did notice, that this particular ladder, could be dismantled and used for the descent back into the lagoon.

Stepping up, and into the blizzard that made for difficult going, Sevine noticed a curious figure hunched over in an alcove-like area, the smoke from the person's pipe indistinguishable in the whipping winds. She gritted her teeth against the chill, regretting to bring an overcoat of some type with her. Then again, she reflected back to the Breton man that had gone over board, and reminded herself that the rescue mission, hopefully, wouldn't take much longer. She heard his coy words and grunted, wrapping her arms around her body to retain heat, her teeth clattering like a skeleton dancing in her mouth.

"No, you dunce, we've come to rescue you and your unfortunate lot from starvation, and any other form of death you can conjure up inside that mind of yours." How she managed to speak despite the frigid drop in temperature, for her knees were knocking, Sevine managed to scowl, and spat her words out like a foul-tasting potion.
@gcold I would write a post for Sevine climbing up, but I'd rather not, so when you write your next post for the College group, if you do mention who climbs up and joins the other, you can throw her in there, unless of course, you would rather have me write a post for shits and giggles.
An Icy Encounter on the Shores east of the College


Once the dinghies disembarked from The Courtesan, Leif remained at the railing, watching in earnest at the dinghy that carried Sevine, anxious to see that it wouldn’t capsize. Finally, when the tail end of the small rowboat disappeared into the entrance of the lagoon, did he breathe a sigh of relief. As he turned around, his hands supporting his weight as he scanned the deck, he spotted Dumhuvud jabbing a finger into the chest of Atgeir, without hesitation, he covered the space of the deck swiftly, but not before the Orc aboard the ship jerked Dumhuvud away.

“I’ll damn well as I please, yeh fookin’ idiot. This is my fookin’ ship, jab me in the chest agin, and I’ll show ye what I can do. Make a pretty fine mess o’ that face, if ye don watch yer language.” Atgeir growled, his eyes narrowed into slits as he stared down Dumhuvud. Luckily, Leif turned his captain back to the wheel.

“Don’t mind him cap’, he’s a bit of a ruffian, hot-headed, that’s certain. Just keep your eye on the shoreline.” Leif suggested, he wasn’t the one to tell his captain what to do either, he just prayed that Atgeir wouldn’t turn around and chuck Dumhuvud overboard into the frigid waters, like he had done before to cocky sailors that thought they were above him. He even made them swim back to shore if they were lucky.
Grunting, and with a sideways glance at Leif, Atgeir took his place at the wheel, hands gripping the spokes as tenderly as a familiar lover. Standing alongside him, the braids at his temples trailed in the wind as it whipped around him. The gale was returning, but whoever was stranded on the beach, likely a survivor of the collapse, needed rescuing too. Orange, flickering lights danced in the wind, threatening to extinguish themselves in the gusty winds. The orc ventured down to the railing after setting Dumhuvud straight, that man had no sense whatsoever. There, the green beastman leaned out, cupping his hand around his mouth and shouted. Curious to see if the person, or persons, stranded on the beach would respond, Leif joined him down on the main deck. As The Courtesan pulled up to the shoreline, docking gently without so much as a bump, though to be sure, it was not an easy task, those on deck dropped the ramp. Whoever had held the torch on the beach, the flames were extinguished with a might gust of air, though closer to determine who the person was, Leif could make out a Dunmer in priestly robes. Orakh and Dumhuvud went first down the ramp, as they stepped onto the sandy beach, the man began to shout at them. Leif could only make out some words, as the wind increased, whipping up sea foam, he had heard the word fire, but not much else.

“Bjorn! Halvar! Fetch me some torches!” He shouted from the top of the ramp. They scrambled below deck, and when they returned, they came bearing four torches blazing. Just as he received them, two in each hand, Leif turned to head down the ramp when he saw Orakh and Dumhuvud engaged in battle already. Flying through the air with serpentine motions, Leif identified the target they fought as an ice wraith, he had seen many during his excursions outside of Windhelm, and especially along the shorelines as he sailed upon The Courtesan. Dashing down the ramp, accustomed to the thin boards, Leif leapt onto the sand, his boots sinking into the damp earth, he was the last one to join the group one the beach.

Hrarggghhh! He shouted like an animal, and brandished the torches, waving them around to frighten off the ice wraith. It recoiled from the heat of the fire, withdrawing with a menacing hiss. Then, Leif realized rather quickly, that there was not one solitary ice wraith, but four others as well. Well Talos be damned! , it seemed that these wraiths were hunting in a pack.

“Here! Catch!” Leif barked, tossing Orakh, Sadri, Rhasha’Dar, and Dumhuvud a torch each. He needed both hands to wield his sword, and holding onto torches wouldn’t do much help.

“Lucky Ashav values your life so much.” Dumhuvud remarked. “I would've fed you to these things.”

“Now is not the time to boast like a pompous ass, you bloke.” Leif growled. By then, the circle of mercenaries each wielded a torch blazing with fire, save for Leif. He studied the ice wraith that wavered in the air before him, he had only faced an ice wraith once before, and that was when The Courtesan made an emergency landing on the northern shores of Windhelm. He had gone in search of firewood, and stumbled upon an ice wraith, of course, he turned tail and ran, the wraith followed him all the way back to the shore where the ship was moored. Had it not been for Halvar, he would have ended up with a painfully, frozen bite.

Had he not had his eyes carefully anticipating the strike from the ice wraith dancing before him, Leif would have ended up with a bite. Fortunately, as the wraith darted forward to sink its icy fangs into his forearm, Leif brandished his longsword, swinging it through the air in an arc, forcing the wraith to recoil again. Fighting the wraith his a sword as big as his would prove difficult, a sword, or an axe would have proven far more useful in these circumstances, but he had the skill to time his swings right, that he could finish it off the next time it launched a counter-attack on him.
ermahferkengerhd wtf iz wrong wit dis site!!
<Snipped quote by MacabreFox>

Yep, them three, Dumhuvud and Orakh.


Working on a post, I'll have it up here shortly.
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