Autumn - 39 Days Until the Season Changes: Just a quick one day RP Update this time. There was lots of debate and no clear consensus on how to proceed long-term.
With alot going on, you decide to spend a day seeking advise. Your first visit is to the embassy where you look into getting some proper combat training for Koro. Asking around for a bit you find three of the guards who are willing to train the kid - for a price of course.
-Turgh was an amateur wrestler back before he joined the guard. He suspects a half Kracken would be a natural wrestler, and offers to train him for free if you agree to someday allow Koro to travel to his home fortress to compete in a few grappling tournaments to win glory for his mentor.
-Fourghdul is a higher ranking guardsman would be willing to train the boy in the classical dwarven military arts of heavy armor, shield use, axes, and maces. He would expect payment in the form of a silver coin for each day of training rendered.
-A dwarf named Hidel pulls you aside when it comes out that you are looking for a mentor for Koro. She whispers into your ear that she would be more than willing to teach him Fire Magic and Necromancy, but that she is afraid Killman might hurt her if she does so. For her to offer her services, she would have to lay a curse on you that would strike you dead should the sorceress find out what is up.
You also ask around the embassy about the coins, but you don't get much help. The Embassy keeps a forge around for training and emergency purposes, but nobody there specializes in making coins to the point where they can be of much use. One of the smiths however does comment that he can't identify the metal they are made from, and suspects they were casted into existence by a god or powerful mage. Since they are rare, he offers to buy them from you on the spot for 150 Silver. You promise to consider the offer.
Desperate for information you take the coins next to Jung, who is of more help.
"Its a Token of Rust and Sorrow. Its not currency, but a sacred symbol of Merow."
You know a bit of Merow from your time with the Kracken. He was one of many sea gods and his teachings recognized sorrow and misery as sacred and pure states of mind that all should aspire to achieve. You know he was famous for kidnapping land people and turning them into Merfolk so that they would never see their homes again. It is said that Merow killed himself years ago so that his followers would know true despair.
Jung looks the coins over carefully. "I think these are still active." he declares. "With the right ritual knowledge you could use these tokens to transmute somebody into a Merfolk or permanently lock them into a state of sorrow. These could be huge on the black market."
You tell him about the offer of silver from the dwarf and he laughs. "A hundred and fifty silver? These could be worth that much in gold - a piece! Finding the proper market would be difficult though..."
He throws an arm across your shoulder. "You are my muse Leona. Your story and beauty inspire my work. I would be more than glad to try and fence these for you. It could take me awhile, and they could end up in the hands of some very nasty people, but you would be rich if I could pull it off. All I'd ask in return is that you continue to inspire me with your presence every so often."
Again you promise to consider the offer. The money sounds nice, but you might sleep much easier if you sold them to the clueless dwarf or even just had them destroyed.
Next you hunt down your one-legged sister-in-law and ask her about the family religion. Linda is more than happy to provide answers. "Monna insists that we all follow the old religion and worship the Rage Spirits, but she is old, immobile, blind, and almost deaf, so it is easy to keep secrets from her. Everybody just pays lip service to the old faith and worships whomever they want."
You ask you everybody really worships. Linda considers the question. "My sister wives and I pray to Quetzal, Asper, and Shaka, gods from the far south. We figure that a god from the tropics is more likely to intercede on the matter of Pelii's health. The wildblood men, except your husband, worship both the Rage Spirits and several imperial gods of industry and family. Alred is a dabbling and chronic polytheist. He brings back a new god or two from each trip south he makes, worships them intensely, and forgets all about them within weeks."
Thanking Linda for the information, you head to the house and find Travon in the basement. You share your situation involving Maylin and the Wildbloods with your husband's follower, and he falls silent.
"Can't say I know enough about the local culture to know what to do. Monna is like Killman, one of those crazy women you just don't mess with. That said, I don't think Alred would be thrilled if you did something shameful just because his brothers lack the sack to tackle it themselves."
He pauses in consideration. "I'd say the best bet is to just diffuse the situation by getting somebody else to help Maylin."
Travon pauses and a sadistic smirk spreads across his face. "If you can get me another two or three men to help me, I'd lead the party. I'm curious as to what a Warg would look like shot up or exploded. The help don't need to be strong or skilled. The greatest secret is that guns are actually easy to use and kill with; Hell, I bet I could have you shooting well enough to pick off a Warg or two if you wanted to risk it. Alred would be quite amused if you did some heroing yourself..."
So whats the plan now?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 Tokens of Rust and Sorrow
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.
-Travon has offered to diffuse the situation by killing the Wargs for Maylyn himself if you can get him some help.
-You have some evil religious artifacts in your inventory. They can be fenced by Jung, Sold at a low price to a clueless dwarf, kept, or destroyed.
-Several dwarves have given various offers to train Koro
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.