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.
Go to Comment
(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