Autumn - 40 Days Until the Season Changes:You decide to head to the ball and let Snarlf know so he can set you up with a date. When the appointed hour rolls around, you are paired up with a Baron Ironside. Ironside is tall for a dwarf, almost matching you in height, and carries the tell-tale scars of a war veteran. You are a bit nervous at first, after all it is likely that he has killed many humans in his time, but he is charming enough and is able to lead you through a few dance steps so you don't look to be a fool.
The topic of spouses comes up. You learn Ironside's wife is a Beekeeper at the small fortress he controls. They have four children together, two of whom are old enough for employment. The Eldest son followed his mother into beekeeping, and his next eldest, a daughter, is at the mountain home training to be a Speardwarf. You find it curious that dwarves put little prestige in leadership, to them it is a job just as important as any other. A Barron is picked by a king or his predecessor, and is rarely the child of another Barron.
When you mention who your husband is, Ironside is quite surprised by the name Wildblood. As it turns out that in his younger days as a squadron leader, he once repelled a charge lead by Monna Wildblood. You remind yourself that dwarves age much slower than humans. When he learns that Alred is also a bezerker and an adventurer, Ironside smiles and notes that he might have work for him someday.
After a few dances you leave Ironside and move about to meet as many of the dwarves spread around the room as you possibly can. Most of the conversation is nothing more than polite pleasantries, but a few people manage to catch your interest.
-A skinny dwarf named Abruzzi who lives in the cosmopolitan heart of an imperial city far to the south claims to know your brother Lenny. He tells you that your twin makes a living supplying arms and supplies to the beast men east of the desert. He offers to pass along a message for you.
-A truly ancient looking dwarf asks you if your are Koro's mother. When you answer in the affirmative he pulls you aside. He explains he has a great granddaughter who is a skilled sorcerer and descendant of a mighty Roc. He implies that he would be willing to pay good money to see that she marries into a bloodline as magical as Koro's. He declares that he will send the girl and her father in spring so that you can meet her and perhaps discuss a betrothal.
-One of the embassy guards has caught wind of the fact that you inherited a Dwarven Spear from your father. His father also took trophies from the war, and he would be willing to facilitate a deal to return some objects to the ownership of their race of origin. He would be willing to trade you your choice of a Sliver Idol and prayer book to Some Imperial God, an enchanted shovel of permafrost piercing, or a set of sturdy manacles in exchange for the spear.
After the ball concludes, you modify your routine by doubling down on the reading lessons. On the days when the Vicar is unavailable to work with you in the afternoons you can now call upon Disgrace as a replacement tutor. Compared to the Vicar she can be tough to work with. It is clear that she inherited her mother's inability to string together three consecutive sentences without insulting anybody or speaking in a condescending tone. You find however progress comes a bit easier when working with her. You suspect it is the text. While the Vicar generally has you read from boring writings on medicine and religion, Disgrace's literature of choice is the entertaining and enjoyable sort that is best kept away from Koro. Your progress in learning Elfish stalls, but between your two teachers you are able improve your reading of both human scripts.
You also find the magic lessons have a solid secondary benefit: They get Koro talking. For the first time in his life he talks to you about religion and philosophy, topics that were previously reserved for his father the Kracken. For a boy his age Koro is well trained in the philosophical arts, although you find the 'might makes right' views of the monster philosophers his father made him study more than a little disturbing. As a silver lining of sorts Koro tells you that 'might makes right' is the reason he is able to accept Alred and his party as surrogate parents; Anybody strong enough to slay the Kracken is strong enough to raise him. He does however express concern that neither Alred nor most of his party members keep any sort of god. The one thing Koro's father taught the boy that you sort of agree with is that every being of flesh and blood should worship a higher power. You ask what gods Koro thinks should be worshiped, and he gives you a shrug acknowledging that none of the deities of his father would be appropriate for a human village.
On the days you work with the teenager, you do you best to play her against her mother and get her talking. Her birth name was Grace, but her mom changed it when she was little to punish her for some minor misdeed. She was tossed out of the house at age four when it became clear that her bloodline was too impure for sorcery. She survived mostly by begging and stealing, but winters would almost kill her every year until she turned eight and the Magician's guild came. She quickly found a home with them as a lockpick, drugrunner, and scribe. She never knew her father, but she has a few main suspects as to who he could be in mind. She admits that she despises people who are helpless or have things easily handed to them, which is why she hated you more than most at first.
Disgrace is reluctant to discuss Killman's plans for Koro with you. When you pry she tells you that you might do something rash if you knew what Killman was truly up to, and that you should trust her to protect your son. Needless to say, this only makes you want to know even more.
Magic practice goes smoothly. Perhaps it is your improved reading ability, but mastering Dispel Wrath takes less than half the time it takes you to make Drowsiness castable. Koro meanwhile has run into his first roadblock trying to learn a temporary version of the improved sharpness enchantment. The spell is tougher than the four he has learnt so far, but Koro seems willing to grind out long practice sessions to learn a spell that has a bit of combat utility. You wonder if you could help by working on the tough spell with him, or if you would just be better off having him help you learn to Mend Clothes or Repel Vermin.
With the summer crowd gone, the Embassy is a bit less interesting to you. Once more you begin to neglect your cooking lessons to spend your evenings out in the Harbor with Koro. Searching for new shipwrecks proves fruitless at this point, however you do find a strange underwater cave that appears to be some sort of place of worship. It hasn't been used in eons; the features have eroded off the statues, and Koro tells you the engravings he can make out are in a highly archaic version of Monster Script. You manage to pick a good handful of ancient coins from the floor in the cave. They are so tarnished you cannot even tell which metal they were originally minted on.
In a pleasantly surprising development, Travon steps up in a big way to play a role in Koro's social life. He gives the boy a musket and teaches him to use it, which is enough to make him want to spend more time with the Dwarven Boys on their hunting adventures. The downside is that hunting on land is much less productive for the half-Kracken, and you find yourself dipping into your supply of money to keep yourself fed.
Koro's new gun and your attempts to keep Disgrace busy reduces the time your son spends with the thief significantly. Still, you can't help but find the time they do spend together a bit disturbing. You learn that she is teaching your son human anatomy, and where he should strike people to kill them quickly.
Weeks pass and you send and receive a few messages from Alred. You send him 'longing' and he repeats the word back minutes later. The following week he sends you the word 'gold' and you reply with 'amount?'. A week later you learn that the answer is 'sufficient'.
As the calendar moves into the middle of fall, the first light snows arrive along with a family situation that captures the attention of the town. Your frail sister-in-law Pelii has found herself with child, and the family is in a state of near panic over the situation. Pregnancy and the Winter Cold have both brought her close to death, and everybody including the poor girl herself is just about positive that she will not be able to survive the brunt of both at once. The family considers sending her south by boat for the winter if they can work up the funds to do so.
Rollo Wildblood also quietly approaches you, and asks if you would pass a message along to your friend Maylyn, the girl in town trying to find relief for her families Warg Problem. The Wildblood Brothers would be willing to kill the Wargs on the condition that Maylyn marry them should Pelii die. You are shocked. It is vastly inappropriate to try and find a replacement for your wife before she is even dead. Your brother in law hangs his head in shame and agrees, telling you that it is all old Monna's idea. The old woman sees it as a grave sin against the Rage Spirits for a pair of twins to only be married to two spouses, and insists that another woman be lined up to be wed immediately following the funeral should Pelii die.
You tell him to ask Maylyn himself, but he shrinks away. He says he could never bring himself to do such a shameful thing. He then takes things a step forward by threatening to tell Monna that
you are a twin if you don't help him out.
Yikes. Cornered. What is your move?Character Status:All About You...Leona Wildblood
Healthy
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.
Spells:
Drowsiness, Dispel Wrath
Known Skills:
Physical
Striking: 2/10
Grappling: 4/10
Climbing: 4/10
Swimming: 8/10
Social
Seduction: 3/10
Bartering: 1/10
Socialization: 2/10
Deception: 3/10
Trade
Animal Husbandry: 2/10
Fishing: 2/10
Hunting: 1/10
Cooking: 2/10
Magic Basics: 1/3
Lore
Monster Lore: 5/10
Hero Lore: 2/10
Imperial Lore: 2/10
Literacy:
Read Northern: 3/10
Read Imperial: 3/10
Read Elfish: 1/10
Inventory:
On Person
Long Sleeved Shirt
Long Pants
Undergarments
Gold Bear-Shaped Pendant
Enchante Wedding Band of Comunication
Bag of 18 Copper and 10 Silver
Stored at Home
32 Ancient Unidentified Coins
Vial of Purple Gunk
Assorted Jewelry Appraised to be worth about 320 Silver
Cantrips for the Good Wife
Untitled Handbook of Dwarven War Magic
Enforcer, the Enchanted Shortsword of Mercy to Women
Stopper, the enigmatic and possibly magical spear
Hag's Cauldron
Wedding Gown
Formal Gown
Additional Casual Clothing
Cooking Equipment
Cleaning Equipment
Travon's Powder/Weapon Equipment Storage
4 Dull Pearls
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.
Maylyn Cold: The daughter of a subsistence farmer plagued by a nasty pack of Wargs. She has quickly become a good friend of yours and spends some of her nights under your roof.
Jung Wang: A local jeweler who has become a friend of yours. He is good company and more than willing to help you, but clearly is interested in more than your friendship.
Vicar Petal: An Elf on a mission to see the world and win converts for his goddess Aileaf. He is willing to listen to your horrible memories and worst fears, and you find his wisdom and healing magic to be of use to you.
Disgrace: Killman's estranged bastard daughter. She is Koro's friend and one of your reading tutors. You don't approve of some of the stuff she is teaching your son.
Quests and Points of Interests:Your world, and a list of the time sensitive things to be done in it...Notable Events:
-You should decide what spell to learn next.
-Your brother in law is blackmailing you to pass along a rather disgraceful offer of assistance to your friend Maylyn.[/b]
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 Guild Halls: A large building near the docks where several imperial guilds are working to establish a presence in the North. The Carpenters, Magicians, and Importers currently occupy the building.
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.
The Harbor: Although there are a few nasty beasts in the ocean that can outswim and hunt you down, most of them would fear Koro. Exploring underwater for shipwrecks and other loot is a fairly safe way to look for a fortune and bond with your son.
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.