| Key of the Pacifist |
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| The character has a personal commitment to non-violence. |
| 1xp: Strive for a non-violent solution. |
| 3xp: Refuse to harm another to achieve your goal. |
| Buyoff: Purposefully harm another person. |
| Key of Lost Family |
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| The character has been forced apart from his family. |
| 1xp: Talk about your family. |
| 2xp: Act to reunite with your family. |
| 5xp: Get news from your family. |
| Buyoff: Reunite with your family. |
| Key of Priesthood |
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| The character is considered an elder of the Zaru. He’s ascribed to one of the priesthoods that form webs of communication over the delta. |
| 1xp: Advise another. |
| 2xp: Push your priesthood’s agenda. |
| 5xp: Determine the fate of another person by the virtue of your position. |
| Buyoff: Relinquish your position. |
| Key of Escaped Slave |
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| The character has escaped from a plantation; he might or might not be actively pursued for it. |
| 1xp: Hide yourself or your tracks. |
| 2xp: Your status is questioned. |
| 5xp: Escape from slave-catchers. |
| Buyoff: Get caught. |
| Key of Martial Arts |
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| The character is committed to perfecting his art. Perhaps more committed than to using it for its original purpose. |
| 1xp: Practice your art. |
| 2xp: Duel with a worthy opponent. |
| 5xp: Achieve a major revelation. |
| Buyoff: Stop your practice. |