Interesting. Here are some typos and grammatical errors;
Kensu became used to feelings of guilt and shame
Kensu's handling of the dowry could not have come as a surprise.
his mind kept up a steady train of conversation
If Jua-awl was going to be so high and mighty about this he shouldn't have accepted the wager. If he cared so much about my fiance's family, why did he collect on the Wager,
what sort of a man, what sort of a bookkeeper takes a wager, collects it and then grows self conscious about how this bet will affect a family, and a wealthy family no less. I bet Jua-awl doesn't contact the brother-in-laws of the white washer men or stone masons he collects from.
row canyon between the two ridges held Undertown
An accomplished patron of vice like Kensu knew the glade
would force an innocence upon his pursuers, and hoped that this would spare his life. .
Sorry for taking a few creative liberties, some of it couldn't merely be corrected with a single word.
(Haven't checked the rest).
0) Your pirate gets accused of stealing from the Lord and spends the rest of this chapter in the dungeon: (Minus 5% physical attributes, Minus 50% Wealth, Minus 50% Standing, Gain 5% reputation): Next Roll CC-3, SD, SS or LL+3
1) Wrong side of the Coup, your pirate back the wrong horse in courtly power struggle and is forced out of court (Minus 50% standing, Minus 75% Wealth,
2) Pirate is implicated in a plot against the King and is forced to flee the court (Minus 100% Standing): Next Roll SD or SW
3) Your pirate gets a position as a man servant to a member of court, spend time pouring wine and moving chamber pots about: Next Roll CC or LL
4) Your Pirate’s doomed affair with the spouse of powerful member of court is exposed (Gain one Enemy from courtier’s list, Minus 10% Standing): Next Roll CC-2, SD, SS or LL+3
5) Your pirate gets involved in courtly rivalry and is forced to take sides (Minus 5% standing, Gain One Contact from Courtier table, Gain Two enemies from Coutrier’s table)
6) Insult a peer get a challenged to duel: 1d12+1 for every combat skill
a. 1-8 loss duel received grevious injury: (Minus 10% reputation, Minus 5% physical attributes): Next Roll CC, SD or SS
b. 9: Draw: Next Roll CC
c. 10-12: Win the Duel (Gain 10 Reputation, Gain one combat skill, Gain One Enemy from Courtiers): Next Roll CC
7) Get wrapped up in the court’s culture of gambling: Roll 1d12
a. 1-9: Lose 100% Wealth: Next Roll LL or SD
b. 10-11: Lose 50% Wealth: Next Roll CC, SS, or LL
c. 12: Gain 150% Wealth: Next Roll CC
8) Work the Season at Court (Gain One Contact from Coutiers List, Gain an additional 5% Standing): Next Roll CC
9) Your pirate has passionate but secret love affair with a member of the court (Gain one social skill, Gain only ally among Courtiers): Next Roll CC
10) Get Appointed Diplomat! (Gain One Contact form Courtiers with a different Nationality, Gain One Language): Next Roll CC
11) Advantageous Family Marriage: You or a member of your family marries an established member of the court. (Plus an additional 20% Standing, Plus 10% Wealth): Next Roll CC
12) Gain a title! The king has bestowed favor upon you (Plus and additional 50% Standing, Plus 10% Wealth, Next Roll: CC+3 and at least +1 on all subsequent rolls on all charts except SW
13) Access to the inner circle, your proto-pirate becomes an advisor to the King and is given a title land and influence: (Gain an additional 100% Standing, Gain two Allies from Courtiers, Gain 100% Wealth, Gain two Social Skills): Next Roll CC+3 and at least +1 on all subsequent rolls on all charts except SW
0) Get on the wrong side of local mystic, become cursed with mental illness, and get chased out of town (Roll on the Curse Table): Next Roll LL-3, SD-4 or SW
1) Striken by the plague, lose all his wages and spend a whole year being cared for by family and/or charities (minus 5% to physical attributs): Next Roll LL
2) Hard Scrabble times lost all his land and spend most this chapter in debtors prison, Gains a contact in the crimminal : Next Roll LL -2, SD-4 or SS -2
3) "Takes the King's shilling" and the proto-pirate gets pressed into the life of a sailor: Must Make Next Roll SD-4
4) A blight, locusts or plant disease, makes refugees of the pirate’s whole community: Next Roll LL -2 or SW
5) Gets conned out his farm, his land or his wage by a bunch of high born lawyer types (Minus 50% Wealth): Next Roll LL -2, SD-4 or SW
6) Apprenticeship, you pirate worked a trade for this chapter of is life. As result of his new found skills he gains more options. If this is a subsequent Apprenticeship, increase the same skill or add a new skill. (Gain one trade skill, Gain 5% wealth): Next Roll LL+2, SS or SD
7) Ends of up owning a dirt farm, the money he gets from the sale gives this pirate more resources when takes to the seas (plus 5% to wealth): Next Roll LL
8) Joins a group of rowdy migrant workers and sometimes highway men, learns a little about fighting and a little about crime (Gain one criminal contact and one combat skill) : Next Roll LL or SS
9) Displaced by war, ends up living and working in a foreign country (shift nationality association, learn second language): Next Roll LL or SW
10) Marries up! Your pirate finds a mate with greater social standing and privilege: Next Roll LL+2 or CC -4
11) Successful Merchant: Your pirate learned to work smart not hard. (Gain one social skill, 20% Wealth, One Merchant Contact): Next Roll LL+3, SS+2, CC or SD+2
12) End up owning a successful farm: The sale of this farm prior to joining a pirate crew will be advantageous: (Gain 25% Wealth, Gain two Peasant Contacts, Gain 5% Standing): Next Roll LL+3 or CC-4
13) Gain a Title: For some reason the King has given your pirate a title and a land grant (Gain 50% wealth, Gain 100% Standing, One Courtly Contact): Next Roll LL+3 or CC +3, +1 on all subsequent rolls on all tables except SW
Gain one seafaring Skill Per Chapter
1) Ordinary Seamen on Merchant Scow, get on the wrong side of the Boatswan, (Gain one enemy from Sailors): Next Roll SD-2 or LL
2) Ordinary Seamen on Merchant Scow, ship is caught in terrible storm: Roll d12
3) Able bodied Seaman on Merchant Scow, which takes several long journeys (Gain one additional seafaring skill, Gain one Sailor Contact, Get Scurvey Minus 10% Physical Attributes): Next Roll SD+2
4) Able bodied seaman on Merchant Scow ship is attacked by foreign privateer: Roll+1 for every combat skill
5) Ordinary Seaman on Exploratory Expedition, the crew comes across a mysterious island that was previously uncharted: Roll d12
6) Made Ship’s Cook on Merchant Brig: (Gain one Trade Skill:Cooking, Gain Sailor Contact): Next Roll SD+1
7) Made Sail Master on Merchant Brig: (Gain two trade skills: Rope Use and Sail Making, Gain Sailor Contact): Next Roll SD+1
8) Made Ships Carpenter on Merchant Brig: (Gain trade skill: Carpentry, Gain Sailor Contact): Next Roll SD+1
9) Able Bodied Seaman in his Majesties Navy, become Captain of Gun Crew aboard frigate (Gain one combat skill; Gain 5% Reputation): Next Roll SD+1
10) Able Bodied Seaman in his Majesties Navy, become Captain of Gun Crew aboard frigate, Gain one combat skill, Gain 5% Reputation and roll d12+1 for every combat skill held prior to this chapter
11) Boatswain on a Merchant Brig that travels between several well established ports: (Gain one social skill, Gain additional Seafaring Skill, Gain 5% Reputation, Gain Two Sailor Contacts): Next Roll SD+2 or SS+2
12) Boatswain on His Majesties Frigate (Gain one social skill, Gain one Combat skill, Gain one additional seafaring skill, Gain 5% Reputation, Gain 5% Standing) roll d12
13) Boatswain on Merchant Scow, the old captain is ill and leaves ship to this pirate: (Gain 20% Wealth, Gain 5% Reputation, Gain 10% Standing): Next Roll MC
Locations (City) (Water)