Cook Thomas Kidd
Thomas Kidd / Corumel
Cook
Faerie
Carousin': 4
Plunderin': 3
Swashbucklin': 2
Wenchin': 3
Contents |
Background
Raise a glass, me jolly lads, to the greatest crew what sailed the Seven Seas! Led by Captain "Red" Ned Morris, th' rouges and scallywags manning the Jolly Rancher are the finest, the fiercest, and the most shipshape crew in all of creation. Yer exploits are known th' world over, bringing the crew fame an' enough gold to keep you well for a bunch of scurvy seahands. And now you're nearly at th' end of your quest for the Blood Jewel, ye can feel it! Worth thousands of dubloons, ye think it would keep the crew for at least ten years. In celebration of yer continued good fortune, Capt'n Morris has declared tonight a revel, an' while work t' find the Jewel is welcome, this is a night for rum and tobacco. The Capt'n has left the plannin' to his First Mate Nathaniel Teach for the night. So here's t' the Jolly Rancher and her crew; any landlubber or bilge rat what doesn't give you quarter will end up prayin' they be given th' chance t' walk the plank rather than cross ye!
. . . all right, that's enough. Whew! If you can keep that up, no one will be the wiser.
Your name is Corumel, and you are a faerie. Your people have wandered the paths between Earth and the realm of the Fae for millenia, beginning back in the days before the world became so bound by science and the need for cold, hard truth. In those times your people were known by various names: the Tuatha Dé Danann, the Fair Folk, the Shining Host, the Good Neighbors, the Gentry, the Lords and Ladies, and so on. Many of the names implying nobility stemmed from the sense of awe and wonderment your kind instilled in others, and for good reason. You supped on ambrosia, robed yourselves in dewdrops and flowerbuds, and made emperors as children simply by the sound of your voice. You were more than beautiful. You were beauty personified.
Sadly, those days are at a close. As time has passed, humankind has strayed from their understanding of your world, even if they understood it only from a distance. Their limited understanding and need to know things has drawn them away from their tender centuries into the Age of Technology, and that has caused your people to suffer. At first your people thought it was simply their connection to Earth that was wounded, but as fewer and fewer people left themselves open to belief the wound grew and began to infect your lands. Paths fell one by one, first larger and then smaller, until only a few stray roads between the realms remain. Your people, which were once immortal, began to fall ill. They began to die.
Your name is Corumel, and you are likely one of the last of your kind. The few who may remain would be younger and more resilient, and you are no exception. Curiosity brought you to Earth despite the danger. You enjoy what human interaction has to offer, such as craft, food, simple joys, and seeing satisfaction in others. You thrive on this, and have been able to sustain yourself in it.
It is for these reasons that you became a ship's cook. There is something incredibly rewarding about sitting down with basic ingredients and, through time, effort and gentle care, making something completely different. Not only have you improved the crew's nutrition, you've given them a whole new appreciation for food. Most pirates don't eat very well, and you're sure that at least part of the reason they're healthy is because of you. Your secret is in your sauce; made with faerie glamour, one drop of this sauce added to any meal ensures it is completely balanced, nutritious and delicious, but it seems to have gone missing recently . . . something to look into, though you are still a good cook without it. You did find a lovely silver poison ring, though. Hmn . . .
Speaking of health, you've been considering speaking with the doctor. As another person working with the building blocks of life, you feel you two would have much in common. Besides, he's a man who knows how to enjoy a party, and that's something else you can appreciate. While you care a great deal for humans, you've been known for a little bit of mischief in your day. And maybe he'll know where to find a good drink. Rum is great and all, but when it's all you have had for years, you hope for something else.
Ah well, maybe you'll have more luck with the Blood Jewel. Worth thousands of dubloons to the proper buyer, the gold it would garner could secure the crew's future for a decade or put you up for life. But that's not your reason for wanting it. Rumor has it that the Blood Jewel is no jewel at all, but an origin point for great magical power. If this were the case, using it in the proper ritual could imbue your dying realm with enough energy to rekindle it again. You could return the world of Faerie to the splendor it was known for before the Age of Technology. The crew's navigations have led you here, to this cove. It may simply be a matter of searching. If it does turn out to be source of great magical energy, you hope to keep it for yourself. And if that means you need to reveal yourself as a faerie, you'll do it, though you realize you could be giving away your true nature to humans.
But tonight is a night of carousing, a hard-earned reward for your work. As is the Captain's right, he has chosen to spend the night enjoying himself rather than keeping the crew in order, handing over that task to his First Mate, Nathaniel Teach. This doesn't mean that he won't make the final decisions on any important matters, of course, especially about the Blood Jewel. For now, however, we eat, we drink and make merry! Three cheers for the Jolly Rancher and her crew!
Who You Know
- Sam Bellamy - Quiet and thoughtful.
- Edward Blackfellow, Second Mate - A man who's been a leader.
- Calico - The ship's (supposedly talking) cat. The captain found her soon after his encounter with the Sky Devil.
- Grace Duguay, Helmsman - Cheerful and friendly. Nothing wrong with that!
- Flintlock Jack, Master Gunner - An intense man who seems to care about honor. He needs to loosen up.
- Pele Giggs, Boatswain - A little odd, but good at his job.
- Stede Hawthorne, Quartermaster - A steady, reliable sort.
- Kate Highwater, Sailing Master - Charming but hard to read.
- Thomas Kidd, Cook - A great cook, and a warm and chatty guy.
- Siofra O'Malley, Cooper - A freespirited, personable woman.
- Lady Charlotte Marlow - A well-to-woman who's taken to piracy.
- Tully Morgan, Lookout - A woman who knows herself.
- "Red" Ned Morris, Captain - A charismatic, able captain.
- Mary Rackham, Carpenter - A bit of an unknown.
- Bloody Christian Read, Surgeon - As good a doctor as a carouser. He seems like a fun person to know.
- Nathaniel Teach, First Mate - A smart, learned man.
Abilities
- Chef - You are an incredible cook, and your food is both nutritious and delicious.
- Pal - Three times per game, you may get a character to open up about something they might otherwise be on the fence about disclosing. You must speak with the character for five minutes before using this ability. They will not give away deep secrets, but they may hint at some of their goals.
- Taste of the Unfamiliar - You can sense things about people by being near to them. The easiest way to do this is to kiss there hand or otherwise find a way to bring your lips near them, but you can simply shake their hand and later touch your fingers to your lips, or even be in their proximity for long enough. See a GM to use this ability.
Items
- Poison Ring - A silver ring with a flip-top.