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Keys - Zaru

Key of the Pacifist
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
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
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
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
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.