"A smooth sea never made a skilled pirate. Wherever we want to go, we'll go." Liberators do not fear death and the changing winds. At the sea, their deeds are laid bare, and their sins behind them. No one knows what the horizon will reward, but that's never the point as much as the journey itself is.
Beginning of the Astral Way. Once per quest when traveling you can determine if a route will be fraught with danger as if the Augury. Except this is not magical.
Travel of the Astral Way. When you travel roll a 1d12. On a 12 your travel is nearly instantaneous. On a 2-11 the travel time is halved. On a 1 your travel time is doubled.
End of the Astral Way. When you die and not revivified within a minute. Your soul is carried to the nearest Liberator Shrine. If the realm does not have a Liberator shrine your soul twilight travels to the Liberator Headquarters. There you can RP with forfeit rewards, others can still earn theirs. The primary purpose is to share lore and help with the recovery and resurrection of your body and soul. Note: This does not change a perma. In that case its more a way of saying farewell even if you are resurrected.
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