Familiar with Paramo and Puerta Lagunuesta from previous sailing adventures, this seasoned sailor finds it all too easy to fall back into old sympathies and habits, gambling and carousing in the festival. For all that Crownbreaker Isle may be free, it lacks the comforts of civilization - or a ready supply of alcohol that isn’t fresh-brewed in a rugged still - and keeping discipline hardly occurs to you. Sample the fruits of the festival, show off human culture to the mermaids, and trust in your luck not to get caught. It’s worked so far!
Thread Expectation: three threads / fifteen comments per mingle
Check-In Expectation: any threads doing unwise things that may expose you; any threads that get the Crownbreakers closer to recovering their cargo.
Privileged Information: If things get sketchy and naval combat seems likely, you’ll need cannon for the Cornu! You’ve enough pirates and mermaids with you to possibly be able to steal one of the smaller gun-brigs, or to overwhelm its crew and offload a few of its cannons; but the larger ships are a bigger problem. You absolutely cannot sack the port; shore batteries, the cannons defending the upper slopes of the shore, are always huge compared to shipboard cannons - too heavy and too long-range for any ship to face off-against. If you were pondering any action against the port, they’d need to be sabotaged first, which is a suicide mission in all likelihood. You are aware that the water-dragon the Bando rebels brought you is hidden on the Cornu, and should be sunk to help the Thalassian rebels if that is practical, but that the dragon is not entirely controlled or trustworthy.
Outlook: An experienced pirate, originally from this area, you are familiar with local customs and can ask mods about any local knowledge you might need. While you’re realistic about your mission, the familiarity and comforts of home are overwhelming to you.
Goals: Successfully recover your cargo; arm the Cornu in case of trouble; have absolutely as much fun as you safely can, where “safely” is maybe defined a little more loosely than others are comfortable with.
Skill:The Drop. No matter how drunk or distracted you are, whether overboard in the sea, naked in bed, ambushed by soldiers, you are never caught off-guard or unarmed at the opening of any combat. You may always begin a combat with a sword or loaded pistol in hand, and always act first in combat. If you are ever disarmed by stealth or trickery, you immediately notice your weapon is missing (although not who took it or how). (If you have one loaded matchlock pistol and are ambushed by ten soldiers with muskets, this is not likely to help much, but it’s something. You always get The Drop on everyone.)
Crownbreaker Corsair Carouser - Chloe
Thread Expectation: three threads / fifteen comments per mingle
Check-In Expectation: any threads doing unwise things that may expose you; any threads that get the Crownbreakers closer to recovering their cargo.
Privileged Information: If things get sketchy and naval combat seems likely, you’ll need cannon for the Cornu! You’ve enough pirates and mermaids with you to possibly be able to steal one of the smaller gun-brigs, or to overwhelm its crew and offload a few of its cannons; but the larger ships are a bigger problem. You absolutely cannot sack the port; shore batteries, the cannons defending the upper slopes of the shore, are always huge compared to shipboard cannons - too heavy and too long-range for any ship to face off-against. If you were pondering any action against the port, they’d need to be sabotaged first, which is a suicide mission in all likelihood. You are aware that the water-dragon the Bando rebels brought you is hidden on the Cornu, and should be sunk to help the Thalassian rebels if that is practical, but that the dragon is not entirely controlled or trustworthy.
Outlook: An experienced pirate, originally from this area, you are familiar with local customs and can ask mods about any local knowledge you might need. While you’re realistic about your mission, the familiarity and comforts of home are overwhelming to you.
Goals: Successfully recover your cargo; arm the Cornu in case of trouble; have absolutely as much fun as you safely can, where “safely” is maybe defined a little more loosely than others are comfortable with.
Skill: The Drop. No matter how drunk or distracted you are, whether overboard in the sea, naked in bed, ambushed by soldiers, you are never caught off-guard or unarmed at the opening of any combat. You may always begin a combat with a sword or loaded pistol in hand, and always act first in combat. If you are ever disarmed by stealth or trickery, you immediately notice your weapon is missing (although not who took it or how). (If you have one loaded matchlock pistol and are ambushed by ten soldiers with muskets, this is not likely to help much, but it’s something. You always get The Drop on everyone.)