Summer - 64 Days Until the Season Changes:The distillery sits in a boarded up sea-side cave a good ways out of town. You figure it would be a good twenty minute walk under normal circumstances, but with Linda slowing the group down it takes nearly an hour.
Winter goes ahead to light up the torches, and the rest of you follow when you see the glow from within. The three stills sit in a smoothed out room with a table, a few chairs, and a good number of empty hoppers and barrels.
Autum begins to tell the story of the place while Linda begins serving drinks. Your Great Grandmother-in-Law Monna installed the first one after she and a bunch of her fellow bezerkers stole it from a dwarven fortress they sacked during the war. She used to to entertain her bezerker friends during peacetime.
When Monna's age began to catch up with her, and her friends began dying off, your late father-in-law Carl took the place over. Carl loved drinking, and installed another still. The Distillery reached its golden age shortly after a large group of dwarven war-prisoners were housed at the local jail and Carl was assigned to interrogate them. It was said that he tortured five good liquor recipies from his prisoners, and managed to invent two more himself. Sadly he only got around to writing one down before he was found dead on the cave floor 20 years ago.
Under Carl the stills usually made a tidy profit, and the current generation of Wildbloods thought they could continue that tradition. They installed another Still and expected to rake in the silver, only to find that nobody amoung them knew how to make good spirits, and the one recipie left by their dad called for a bunch of rare and strange subterranean ingredients from underground. Since then the Wildblood brothers have been producing hit and miss batches of booze using whatever they could come across, and the distillery has gone from profitable business to fun hobby.
You spit after your first sip of the stuff. It is foul. Nothing like the fine wines the Kracken would bring you from the merchant ships it used to sink. You try a few more times and earn the laughter of your peers with each ill-fated attempt to get some of the stuff down.
Eventually Linda shows you how to shoot, and you work your way from there. You suffer one shot, then a second, then you put down at least another three. Your vision blurs and your memory blurs. You recall a voice, it might have been your own, suggesting that the able bodied of the group go out hunting.
...You are in the woods now, feeling the cool breeze over your body. The world is spinning, but Autumn can still follow the tracks, and you can still follow her.
...Your arms clinch around the deer, and your suckers pierce it. It bleeds from your wounds. It suffocates from your weight. It bleeds from the crossbow bolt Winter put into it. It suffocates from your arms around its neck. The deer fights back, bucking like a bull or unbroken horse. Your grip holds, but the rest of you is tossed around and bruised. The deer fights back but it is dying.
You are back in the cave with the stills now. You are starting to come around. It would seem you have caught a deer but lost most of your clothing. The others tell you Winter has gone to get you something to wear. You wait.
When Winter returns, she arrives with Alred and the greater twins. Luckily for you, they seem amused, not angry. Alred is impressed with your catch, and Rollo points out that the day's adventure wasn't nearly as bad as how his wives celebrated their wedding. Winter and Linda blush, and Pelii does as well after Autumn whispers something in her ear.
Alred throws a large fur cloak over you, grabs the deer, and escorts you home. On the way back he tells the story of the distillery again. His version more or less matches up with the one you heard from the girls.
As you walk you note that you are sore in general, and are experiencing a throbbing pain in your right leg. It doesn't seem to be bleeding, and it isn't enough to stop you from walking, so you hope that it is nothing serious.
Back at the house, Alred sits down and tells you the plan. His brothers want him to come back from Soul Peak with money, so he will find another job in the holy town that pays well once he gets the rings blessed.
It is a three week journey each way to Soul Peak, and and Alred suspects it will take him sometime to get the rings blessed. He informs you that once he finds a job from town, he will send a party member back home with your ring and an estimated date of his return.
He then apologize profusely for letting a family squabble mess up your time together, and offers to delay his departure by a day so he can try to do something with you again tomorrow, but warns his party wouldn't be pleased if he did so. You say you will consider it and get back to him tonight.
You change into some new clothes and plan the rest of the day. Alred has to get his packing done for now so you are on your own for the rest of the day. You don't know where Koro is, but suspect that he will show up for dinner. The rest of the day is yours...
What do you want to do next?Character Status:All About You...Leona Wildblood
Minor Unidentified Leg Injury, General Bruising and Soreness
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: 2/10
Inventory:
On Person
Long Sleeved Shirt
Long Pants
Undergarments
Gold Bear-Shaped Pendant
Wedding Band
Stored at Home
Recently Slain Deer
Wedding Gown
Formal Gown
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 communicate 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.
Others:
Monna Wildblood: An ancient and long retired bezerker and your husband's great-grandmother.
Olav Wildblood the Elder: Alred's ageing Uncle. He seems friendly enough, but there is some heavy tension between him and the rest of the family.
Autumn Wildblood: Alred's widowed older sister. She is raising a young bastard daughter and has a son abroad.
Quilt Wildblood: The wife of one of Alred's older brothers.
Victoria Wildblood: The wife of one of Alred's older brothers.
Olav Wildblood the Younger: One of Alred's younger twin brothers. Forced into a rather uncomfortable marriage situation by religious tradition.
Rollo Alred: One of Alred's younger twin brothers. Forced into a rather uncomfortable marriage situation by religious tradition.
Pelii Wildblood: A woman from the tropics who somehow made her way to the northlands as a slave. She was rescued to marry the Wildblood Twins. She has one son. She is having a hard time adapting to the north, and the family tells you it is a struggle to keep her alive each winter.
Linda Wildblood: The daughter of a local fisherman who was born missing half a leg. Her deformity made it rather hard to find a husband, so she settled on entering an unusual marriage with the equaly desperate Wildblood Twins. She has a son and a daughter.
Winter Wildblood: Alred's youngest sister. With the appointed wedding date approaching and no leads on finding her twin brothers a third wife, she volunteered to fill the role. She has a son and a daughter.
Helga Towercap: The head chef at the embassy, and quite the aficionado of local gossip.
Snarlf Leatherspike: An obese assistant chef at the embassy. Snarlf has a young daughter who gets along well enough with Koro.
Tilla Lordcaps: The wife of the dwarven ambassador. More than willing to share her views on the town's situation.
Quests and Points of Interests:Your world, and a list of the time sensitive things to be done in it...Notable Events:
-Alred doesn't want you to witness him bickering with his brothers, and has sent you and your sister-in-laws away until they can resolve things...
-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.
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