HomePage RecentChanges About

Keys - Pere-di-Fey

Key of the Refugee
The character’s past won’t let him be, perhaps due to bad memories, pursuers or debts incurred getting to Pere-di-Fey.
1xp: Your unstable position comes up.
2xp: Your past comes to haunt you.
5xp: Leave for another place.
Buyoff: Settle down finally.
Key of the Pirate
The character makes a living as a member of a pirate crew.
1xp: Sail out.
2xp: Attack another ship.
5xp: Return home with the booty.
Buyoff: Quit and find a new vocation.
Key of Superstition
The character believes in all sorts of things that have rather minimal evidence.
1xp: Bring up a superstition.
3xp: Follow a superstition against better sense.
Buyoff: Brave a superstition of yours.
Key of the Mascot
The character is a virgin mascot of a Feyan ship, supposed to avert misfortune and counsel sailors. He or she might or might not be a volunteer.
1xp: Advice sailors on omens.
2xp: Good or bad luck befalls the ship.
5xp: Your virginity is threatened.
Buyoff: Lose your virginity.
Key of the League
The character has joined a Feyan League, a pirate fleet. Each such has its own rules of conduct, and they might go to war against each other when not in port.
1xp: Follow the Articles of your league.
2xp: Fight for your league.
5xp: Advance in the league.
Buyoff: Get out of the league.