Term |
Age |
History |
---|
1 |
18 |
Became a Scout (Courier). |
1 |
22 |
Kekimir Armu's ship is ambushed by enemy vessels. Attempted to bargain with them but fail and the ship is destroyed. |
1 |
22 |
Promoted to Scout (Courier) rank 1 with the new title Scout. |
2 |
22 |
Became a Citizen (Worker). |
2 |
24 |
Kekimir Armu is rewarded for Kekimir Armu's diligence or cunning. |
3 |
26 |
Continued as Citizen (Worker). |
3 |
28 |
A revolution, attack or other unusual event throws Kekimir Armu's life into chaos, forcing Kekimir Armu to leave the planet. |
4 |
28 |
Became a Drifter (Wanderer). |
4 |
30 |
Amnesia. |
5 |
32 |
Continued as Drifter (Wanderer). |
5 |
33 |
Suffer from a life-threatening illness. |
6 |
33 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
6 |
37 |
Kekimir Armu accepted an offer of inducements to betray Kekimir Armu's faith. Gain 250,000 in cash. |
7 |
37 |
Switched to Drifter (Barbarian). |
7 |
40 |
Kekimir Armu do not know what happened to Kekimir Armu. There is a gap in Kekimir Armu's memory. |