- Requires: ✦✧ Intellect
- Origins: Mazrian
- Start with: ✪ Chart Course, 2𐤑 credits, Mazrian language, Glyphs writing, a skyreme skiff (also requires Skyremes lore)
Whether you’ve served as a captain or in another capacity, you know your way around a skyreme, and by extension, how to navigate the Skysea. You can safely land a skyreme in any skyharbor, you can secure the materials needed to operate it, and you know how to maintain and repair its components.
You start with 2 imperial credits, reflecting the various trinkets and treasures you've found on your travels. You also know how to read Glyphs, the common script of papyrus Skysea charts.
If you or an ally also know the Skyremes lore, you start the game with a skyreme skiff. See Skyremes for more information on such a vessel.
You start with the following ability:
✪ Chart Course
✦✧ Intellect You know how to captain a skyreme—and you’re pretty good at it too. This ability grants the following benefits during downtime: - When you undertake a Voyage endeavor, add your Intellect to your Compel work roll.
- If you sail on a Voyage of Discovery, roll the d20 twice, and choose which result to use.
Ask the Guide:
What trade routes connect this island to others in the Skysea?
What’s the safest approach to our destination? The fastest?
What do we need to set sail with this skyreme?