Summer - 65 Days Until the Season Changes:Perfect timing. The somewhat reclusive Killman is found enjoying a brief lunch in your dining room upon your return. You try to ingore the fact that she is eating some sort of pickled eyeball dish and engauge the sorceress in conversation.
You start right off the bat by asking if she would support the proposed quest to go after the Kracken. You touch briefly on your fear that the beast will try to avenge it's brother, and mention that you would hate to see someone else go through what you did.
The sorceress considers your words briefly before rejecting them outright. "I think it is important that your rings be blessed in a timely manner. The gods might think you and Alred are not serious about the marriage if you put it off."
With a shocked look on your face you look into the strange woman's eyes. You haven't known Killman for all that long, but she had already made very clear her distaste for sentimentality, the gods, and the institution of marriage. Something is fishy.
You decide to change the topic for the time being, and bring up Coro, asking if he could get some magic lessons. You point out that he is clever and already knows how to read.
As you plead your son's case a huge, almost wicked, grin spreads across Killman's face. "My poor, bumbling, hick of a housewife... Sorcery is magic that you are born into. To be a half Kracken and not a sorcerer would be a terrible waste of one's heritage. I had intended to see the boy taught whether or not you permitted it."
You cringe and try not to take it personally. Killman is cruel to everybody, even friends. Alred told you once that was just who she was. Still... you find the fact that she is willing to go behind your back about your own son more than a bit disturbing, but you do your best to mask that concern from your face.
"So, you'll give him lessons then?" Killman sneers. "To ask somebody of white witch blood to tutor somebody with Kracken Blood would be to ask a pig to teach a cow how to be a cow. I am incapable of teaching him anything, but I don't blame somebody as simple as yourself for not knowing that... We need to find Koro a mentor with ancestry similar to his own... or at least one with ancestry connected to the sea in some way."
The sorceress goes on to explain that the real reason she wants the Soul Peak job is so that she can visit some temples and ask around for somebody who could be brought to Crab Port to teach your kid. Among the many temples in the sacred towns are ones representing the gods of Sorcery, Monsters, and The Sea. Killman reckons that visiting any of those temples would be the best way to start such a search.
You attempt to bring up your family story and potential curse next, but Killman is reluctant to even talk about it. This makes you nervous. You remember when bandits attacked the camp while Alred and the others were escorting you back to town just after rescuing you: Alred killed most of them, and Killman said she put a hex on the ones that escaped so that they would likely lead short miserable lives. Could she or somebody like her have done the same to your family?
Koro enters the house and jolts you from your anxiety. He drags behind him a small shark, about half his own size, that you suspect he caught himself while swimming. Then again, you wouldn't put it past him to steal from a fishing boat either...
The boy flops down in a chair and begins to eat his catch raw. You know your son's appetite. He will only be able to finish a tiny fraction of a fish that big in one sitting.
You ask him how his morning went, and he informed you that he followed 'new daddy Alred' on his ride down the coast by swimming, and impressed him by catching a shark and beating him back to town. He then launches into a likely fabricated tale about battling Sea Hags and visiting a sunken ship full of cursed gold. After a few minutes he finishes with his lunch and heads downstairs to bug Travon in his lab.
Neither Killman nor yourself has any idea as to if Alred plans to come home for lunch or eat at the tavern. You also now have a slightly eaten shark that will go bad if you don't do something with it soon.
What do you want to do next?Character Status:All About You...Leona Wildblood
No Health Concerns
Perks:
Depths Adaptation: You can breath water if you need to, and can withstand the cold and pressure of the darkest abyss.
Dark Vision: You can see in the dark
Krakens Grip: You have unsightly yet powerful barbed suckers on your arms and legs. These are usually covered by your clothing, but when they are not you gain a substantial bonus to grappling and climbing most surfaces.
Known Skills:
Physical
Striking: 2/10
Grappling: 4/10
Climbing: 4/10
Swimming: 8/10
Social
Seduction: 3/10
Bartering: 1/10
Socialization: 1/10
Deception: 3/10
Trade
Animal Husbandry: 2/10
Fishing: 2/10
Lore
Monster Lore: 5/10
Hero Lore: 2/10
Imperial Lore: 1/10
Inventory:
On Person
Long Sleeved Shirt
Long Pants
Undergarments
Gold Bear-Shaped Pendant
Wedding Band
Stored at Home
Wedding Gown
Formal Gown
Slightly Eaten Small Shark
Additional Casual Clothing
Pile of Unsorted Wedding Gifts
Cooking Equipment
Cleaning Equipment
Travon's Powder/Weapon Equipment Storage
NPCsThe People you Know...Blood Relatives:
Koro Wildblood - Your 7 year old son. Koro is a half Kraken with pale, moist, rubbery skin and tentacles extending from his face like a strange beard. Koro has a hard time speaking due to his beaked mouth, but you can understand him perfectly. The Kraken also made sure that he knew his letters, so he can comunicate with the literate through writing.
Loki Crood - Your uncle, and the only living blood relative you still have in town. He is currently imprisoned at the local jail for gambling, pick-pocketing, and adultery. He wrote you a nice letter congratulating you on your freedom and wedding, and invited you to visit him in jail some time.
Your Husband and His Party:
Alred 'The Fierce' Wildblood: Your husband. He is an adventurer best known for saving the life of Lord Deigo and Slaying the Kracken of Crab Port. Under normal circumstances he is a match for 3-4 men, and can easily kill at least thrice that amount when in a rage. He can be found at the house, the stables, the docks, or the tavern when not out on an adventure.
Sir Bronson Wentworth: A former knight of Lord Deigo assigned to serve your husband after the later saved the former's life from bandits. Sir Wentworth is loud and boisterous, but fiercely loyal to your husband. In battle he is at least as effective as an non-raging Alred, if not more so. Even while not out adventuring he can usually be found with Alred, but when he isn't he is likely at the tavern or the whorehouse.
Killman: A mysterious and highly unladylike sorceress who can trace her ancestry to the White Witches of Old. She is quiet and can come off as uncaring, but has a soft spot for children, including your halfbreed son. Killman fights with crippling hexes and powerful Ice Magic. She also, from time to time, uses some of the powder weapons Travon makes. She can be found at the house or the tavern between adventures, but if she isn't there you have no clue where else to look.
Travon Snips: A middle aged man who was expelled from the gadgeteer guild for reasons he would rather not get into with you. Travon has a sick obsession with watching people get torn apart by his inventions, and dosn't even bother trying to hide it. In battle he fights using strange and deadly weapons that spew sulfur, fire, and fragments of metal. When not adventuring Travon spends his time making deadly things in the lab at the house or swapping tips with guild members that can be found at the docks from time to time.
Clancy Frostmound: A wandering minstrel and poet who has fallen in with your husband's group. Clancy is the youngest son of a fairly powerful local family, and sometimes can't help but to allow his arrogance and sense of entitlement to slip through his typically charming personality. Clancy helps the group set up camp, hunts for food, and raises funds on the road through his performances. He can defend himself with a bow or short sword if he absolutely must. When not doing his thing as a wandering minstrel, Clancy spends much of his time at the Frostmound family home or at the stables tending to the group's horses.
There are plenty of others to meet in town...
Quests and Points of Interests:Your world, and a list of the time sensitive things to be done in it...Notable Events:
-Your husband and his party are trying to figure out what adventure to embark on next. They could hunt another Kracken, Fight in a Dwarven Tourneyment, or Get your Wedding Band enchanted. You could try to influence the decision by talking the as of yet uncommitted party members, Killman and Travon, into takeing a side in the debate. You could also try and talk Alred into using his authority as party leader to end the debate and make them do what he wants...
-The Kracken took you before your parents ever had time to teach you how to cook, and Alred insists that his wife be able to serve meals to his party while they are in town. He has called in a favor at the dwarven embassy, and somebody there is willing to give you cooking lessons at your leisure.
Locations in Town to Explore:
Your House: A simple building with a master bedroom, a child's bedroom, a kitchen, a living/dining room, a storage closet, and an empty room Alred has given you permission to use however you see fit. Travon keeps his lab in the basement, as no other building in town would have it.
Frostmound Home: The home of one of the more respected families in town. You know the patriarch is the captain of the town guard and the father of one of your husband's party members.
Wildblood Home: The home of your In-Laws. From what you understand most of the 8 Wildblood Brothers fish on their father's boat or serve in the town guard. Although you don't know any of the family other than Alred particularly well, they have made it clear that you are welcome to visit whenever you wish.
Governor's Mansion: The seat of imperial power in town. No self respecting southern noble wants to live in the cold northernlands, so the post of Governor of Crab Port is used by the imperial high houses to keep black sheep children and other creeps out of the way. The current occupant of the governor's mansion is said to be a reasonable man with a poorly concealed preference for sodomy.
Dwarven Embassy: The empire, only 30 years removed from a brutal centuries long war with the short bastards, enjoys an uneasy peace with dwarfkind. At the end of the war Crab Port was the only town close enough to dwarven lands and with a willing enough populous to host the embassy. Although blood hatred is still status quo in most of the empire, the hardy people of the northlands have found they have much in common with their former foes. The Ambassador and his family are highly influential members of the community.
The Tavern: Although a bit rough around the edges, the local tavern is a good place to meet people and catch up on local gossip.
The Brothel: A standard den of vice thinly veiled as a boarding house for sailors. Your parents, who both died during your captivity, used to run this place and you grew up in the apartment above it.
The Stables: Where the party keeps their horses when in town. Alred and Bronson both love to ride in their free time and are close friends with the stablemaster, so they can both be found there fairly often.
The Docks: Fishing is the town's major industry and most families own a fishing boat. In recent years, due in part to the presence of the embassy, the docks have become a part of the dwarven trade routes and all sorts of cool goods and people have begun to filter through them by sea.
The Wrath Ruins: The remains of a stone shrine where ancient men worshiped the wrath spirits. Some local families, including the Wildbloods, keep the old religion. Your wedding and most of the following festivities took place here.
The Beach: The Ocean is frigid and the beach itself is rocky, but children still show up to collect shells and play in the surf during the short summer... or they would if they were not frightened by Coro's appearance.
There are plenty more interesting locations in and around town, but your memory of your childhood isn't very strong, so you will have to explore or ask around to find them.