Summer - 63 Days Until the Season Changes:You decide to visit Killman's tend for a quick conversation after the party splits up for the night. Her actions may take your child away, so you have to know what she is thinking.
"Killman. This tutor you are going to bring back. He wont take my kid away will he?"The sorceress offers a callous chuckle. "Is that what concerns you most? That you kid will be taken? I'm damn glad I never got attached to any of my kids like that."
She then pauses for a brief moment, mutters something about mothers under her breath, and answers your question. "It all depends on the tutor. If he has the correct outlook and attitude, I'll let him do as he pleases. If he is one of those wimps that consider the common mass of humanity to be his equal, I will keep him in sight."
"The correct attitude?" You have the feeling that you don't like what Killman is going to say next.
"Yeah. You have to understand, you kid is special. A breed apart. A superior being to the villagers, Alred, you, perhaps even me. For him to reach his full potential, he must be raised to believe this truth. The empire would have us believe that the highest and most mighty come from a select few inbred human families. It is the sorcerer, not the noble, who has the right by birth to rule over everybody else, but some among our number are poisoned by the imperial lie. I swear to you that I will not see your son made such a statistic."
You nod quietly, not quite sure if find what the sorceress had to say comforting or unsettling, and raise the next rather uncomfortable question.
"Out of curiosity then, what of me? Whatever the Kracken did to me changed me in a few small ways... Would I be able to do sorcery?"Killman shrugs. "My guess is no, but I know little about Kracken Blood Magic. There is a chance you might be taught a few cantrips I guess. You'd have to ask the tutor when we find one."
She tries awkwardly to make some small talk with you for a few minutes, and eventually bids you to blow out her lantern and leave. You return to the house and tuck Koro into bed before retiring to your own bedroom with Alred. After about an hour of exchanging pleasantries and performing other wifely duties you lure the bezerker into a deep conversation about the future.
"I dun even know anymore." Alred says with a sigh. "I 'ave dreams an hobbies that I'm not allowed to pursue so long as I live up north. The Old Religion forbids us Bezerkers from engaging in any intellectual activities. I'd like ta go elsewhere where I can run a business or study magic without getting lectured by everybody."
"Why don't you then?" You drape an arm across his chest.
"You saw me whole family back there today? They 'ave a bunch of mouths to feed, and oot of all of them only the twins ave jobs." He growls in frustration. "Me other two brothers spend most o' their time fishing, but ever since the damn emperor declared sole ownership o' all the cod and crab in the northern sea, it is impossible to catch enough food ta feed a family as big as ours by fishing. I 'ave to provide for the poor bastards. I can't joost cut and run on em."
Silence falls for a few minutes. Then Alred speaks again.
"Kinda why I was so keen on getting hitched wit ya. Not many bezerkers would take a weddin vow for all ta gold in the world. I'm kinda yearning for you to fall pregnant so I can move ya somewhere warmer for the sake o' the infant. Or p'haps some otha man will make eyes at ya, an' I'll 'ave ta move ya out o' town ta protect your virtue."
He smiles and pulls you in close with a massive hand. "Just imagine. South. Lord Deigo might offer me a position at his court, or we might live on the road with your brother Lenny, an' do whatever the hell we damn please. All I be needing is an excuse, and I will sell this house an' we will be free."
"I have never left the northlands." You air abruptly. Between the revelations of Killman and Alred, you are going to need at least a night or two to figure out how you feel about things.
...
The next morning everybody rises early and makes ready to depart. In the chaos and confusion of the final preperation a few members of the party pull you aside for one reason or another.
Travon tells you that he has locked up the basement, and implores you to leave his lab alone and more importantly keep Koro out.
Clancy briefly has his father Grendel, the captain of the guard, over and introduces him to you. For the man who is supposedly guilty of destroying your family he seems nice enough. He informs you that he will re-route the patrol so that it passes your house a few times a night while your husband is away, and gives you an open invitation to call on him if you need help with anything.
Alred also pulls you back to the bedroom for one final goodbye. Afterwards he tells you he talked his family into feeding you in his absence, but admits that they will be having a tough enough time getting by until he comes back with more money, and suggests you only do so if you have no other option. He gives you 40 Copper and tells you the tavern has agreed to feed you and Koro for 3 Copper a day. He will be gone for six weeks at the very least, so you will have to hope Koro supplements your diet with his trips to the ocean or find somebody to mooch off of.
You hand over your wedding band so Alred can get it blessed. He tells you that all the locals know who you are and who you are married to, but you might get in trouble with merchants if you visit the docks without it. He suggests you talk to Autumn if you feel uncomfortable; the widow still keeps her old ring somewhere, and may be willing to lend it to you.
By the time the party leaves it is high noon, and there are no shadows. They start north up the beach which will eventual meet the road and head back south. You are able to watch them for nearly an hour before Alred and his crew vanish from sight. It is now just you, Koro, and whoever else you choose to let into your life until Alred gets back...
The next couple updates will likely cover weeks or months, so what are your long term plans?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
Bag of 40 Copper
Stored at Home
Vial of Purple Gunk
Recently Slain Deer (Missing a Leg)
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:
Grendel Frostmound: The local captain of the guard. Said to be corrupt and an enemy of your family, but has offered you help if you need it.
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.
The Distillery: A cave with three stills that produce rather low quality spirits. Run by your husband and brothers-in-law.
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.