(I calculated each field separately, so you are Leona a former distressed damsel currently residing in Crab Port.)
Summer - 65 Days Until the Season Changes:It is early, and your mind is already being torn in three directions. Your son Koro darts swiftly around the room, trying to steal breakfast from the table of the people who are meeting while you sit in the corner of the room nursing a bit of a hangover.
Last night was the final evening of your wedding feast, and already your husband's adventure party is planning their next great adventure. Even though you have been with them for months now, they seem distant to you; All people do to an extent. You haven't had any contact with full blooded adult humans since you were but a little girl, and even now you half expect to awake at any moment and find yourself in the wet, dark, den of the Kracken.
It is hard to pay attention to the people at the table at first, but eventually Koro swipes a biscuit and retires to his room and your headache calms down to the point where voices and ideas begin to become clear to you.
Bronson is the first that you make sense of, he always speaks the loudest in the group. The large knight from lands more temperate and further to the south tells the tale of a dwarven lord on the glacier to the north who intends to open up a new arena with a grand tournament. Bronson proposes that the group travel that way and participate in hopes of winning a prize.
The knight's loud and authoritative tone contrasts the beautiful singsong alto voice of Clancy, the group's youngest. From what you can understand Clancy does little of the actual adventuring, but is good at keeping camp and great at composing and singing heroic tunes about your husband's exploits. Clancy seems intent on steering the group out to sea to track down another Kracken, the brother of the one that had imprisoned you, reasoning that it might seek revenge later on if left alone.
The other two members of your husband's group listen intently and ask questions of the others, but propose or support no plan of their own. Travon, the groups eldest, tinkers with one of his strange devices while the enigmatic sorceress Killman is for the most part engrossed with her breakfast.
For a good quarter hour the debate drags on, interrupted only by a few brief and awkward silences that occur only when the debaters remember that they are discussing Krakens in the presence of somebody who was held by one against her will. It is during one of these pauses when your husband finally emerges from the bedroom and approaches the table.
With bear fur robes to match his beard and hair, Alred the Fierce looks every bit the part of the northern bezerker. In battle and the bedroom he acts the part as well. Although you have not known him for terribly long, you have already picked up on the fact that in his every day affairs where rage would not suit him Alred is gentle, wise, charismatic, and perhaps a bit idealistic. He cuffs you fondly on the shoulder with a large hand and kisses your neck before taking his seat.
Alred listens to the plans put forward by his friends before bringing up one of his own. He would like to travel south to Soul Peak, the town on the mountian, to get his wedding band, and yours, blessed a well known hermit who lives there. None of the others seem to fond of it idea, as it nets neither glory nor wealth, and after another half hour of hearty debate the party splits to go about their business for the day.
Bronson heads out to the stables to ready horses for a daily ride, and after saying the proper goodbyes to you Alred follows. The others leave you as well, one by one: Clancy departs to his parents house to spend time with his family before the next adventure begins, Killman, who tends to be more active at night, retires to her tent out in the yard for a morning nap, and Travon locks himself in the basement to work on his projects undisturbed. Even Koro leaves the house to go and swim in the frigid ocean in which he is most comfortable.
For now you are alone. From what you understand the party will meet back up around dinner time to try and finalize their adventure plan, spend tomorrow preparing to leave, and depart the following day. You have a small window if you want to better get to know your husband or any of the people to whom he entrusts his life, and a smaller window still if you wish to try and exert influence over which quest they partake in.
You have no real responsibilities at the moment; there is enough food left over from the wedding to feed everybody for a few days still, and to attempt to keep the house clean when your husband insists on having his four friends go tramping through it at least twice a day would be a fools errand. Alred did arrange for you to take cooking lessons with the master chef at the embassy, but you are by no means obligated to do so today.
You take a brief pause to consider your situation and determine
what you want to do today...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
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.