Everett

Born and raised in Scotland, Everett Seymour Brown was a perfectly unremarkable child for the first five years of their life. Right around then, they acquired a radical change which gained them much uncomfortable attention. A local duke became fascinated by the child with shining violet eyes and talcum-white hair, streaked through with pink, and he took them from their parents through ‘legal’ means, and set them up in his mansion as a display and topic of conversation. Despite this humiliating existence, they were able to acquire an education for themself, followed by an apprenticeship with a local physician, giving them a career path out of the freak show they seemed forced incontrovertibly into.

When they turned 17, the duke took Everett to London, which was the first time they had ever been outside the grounds of the duchy. They were fascinated by the world outside the walls of the mansion, and resolved to redouble their efforts to finish their education and explore the world with their new profession. Two years later, the chance came, in perhaps the worst way possible: the Black Plague struck the land, taking the duke as a victim. At that time, Everett came under the care of their physician mentor, and they left the mansion and their easy life, going from town to town to render what aid their skills could. They acquired the plague mask they would later become famous for, and they also found Emilia, a friend that they had not seen since they had been abducted. They rekindled their friendship, and became very close.

Four years later, Emilia caught a bad case of pneumonia, and despite Everett’s skills and most concentrated efforts, they could not save her. She perished, and Everett became woefully despondent and unable to bear the sight of their home anymore, where so much tragedy and death had befallen their life. They packed up their things, resolving to take a ship to a new place and start over. The physician, no longer their guardian but maintaining a friendship, then gave to Everett a notebook that he had been holding onto for them. A letter in the jacket explained that the notebook had been in their original family, passed down through many generations, but when asked about it, the physician would say nothing more on the matter. He merely insisted that they read the book on their travels, and discover the truth for themselves. Everett let it lie, and they soon booked passage aboard a merchant brig, bound for the New World.

But before they got there, they found that they quite liked the free life of a sailor, and as they were already well-prepared for a life of travel by their mentor, they signed on as crew for the vessel. There they served for three years, but in the last months, very strange things began to happen to them. Odd growths began to appear on their forehead, and their crown, and their back. At first able to cover these with various articles of clothing, they became far more obvious when they broke through their skin. Horns on the forehead, and the nubs of wings on their back, and a pair of delicate antennae on the crown, all sprang from them one night, and terrified them. They decided to abandon the merchant vessel before the crew could demand they disembark, or otherwise persecute them.

They did so in a remote port they had made berth at for supplies, heading into the town and not looking back. Everett made their way to the other side of the island, and found a small fishing schooner, seemingly unclaimed. They pushed it out to sea, alone, and made for south and west, aiming for the western shores of Latin America. During this leg of the voyage, alone as they were, they remembered the journal, and decided to open and decipher it for the first time. And there they discovered an answer to the desperate questions that had just arisen: their family was descended from a long line of fae, it explained, and Everett themself was something called a ‘cryptid’, a creature of primal magicks. Something out of faery tales.

They had little time to absorb the full implications of this knowledge, though, before the seas became rough, and huge waves and biting winds blew them off their course and bearing. Adrift and unable to reorient, they made for a large island which happily came into their view after a couple days. In those days, they had learned even more about their nature from the notebook. Everett was, specifically, a ‘face-changer’, and with some effort had the power to change their appearance at will. But they had no notion of how to achieve this, though they had done it subtly a few times when they were younger, so they sat and puzzled over it until the island appeared.

Paddling ashore, Everett grew somewhat crestfallen when a large group of people came to greet them, but there was no horror or revulsion at their appearance. Indeed, they were welcomed quite openly, with some curiosity but not to an offensive degree. It felt like it might make a lovely home, so there they resolved to stay, after being presented to the Council. Luxor Jones signed them onto the Sunken Cephalopod shortly thereafter, and they made it to the posting of Navigator, serving with joy in this new lifestyle.

They still ply their trade as needed, and are highly valued for it in the rowdy and raucous Puerto Dorado. They now use their family’s notebook to document treatments and cures for the various ailments they come across. Thanks to that notebook, they came to learn that a part of their talent for healing came from their magical nature, and Everett embraces their unorthodox origins in a place where they are welcomed and valued for them. Despite this, though, they keep the plague mask on most times, just to avoid alarming those who are unaware of and unused to their strange appearance. But the magical nature of the Isle will surely yield some more insight into their identity, and hone their inborn abilities until they are able to wear whatever face they please, and walk about carefree and confident anywhere they may find themself.

* Isla de Oro Wiki
* The Island
* The Town
* The Council of Bones
* The Fleet
* The Captains
* The Officers
* The Nightwatch
* NPCs
* The Library
* The Hall of Legends