| Key of the Refugee |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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. |