Term |
Age |
History |
---|
1 |
18 |
Became a Merchant (Free Trader). |
1 |
21 |
A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
1 |
22 |
Forced to muster out. |
2 |
22 |
Entered University. |
2 |
25 |
A prank goes horribly wrong. Gain a Rival. |
2 |
26 |
Graduated. |
3 |
26 |
Continued as Merchant (Free Trader). |
3 |
30 |
A series of bad deals and decisions force Dixie Head into bankruptcy. Dixie Head salvages what Dixie Head can. |
4 |
30 |
Became a Drifter (Wanderer). |
4 |
34 |
Attacked by enemies and injured. |
4 |
34 |
Lightly injured, no permanent damage. Fully recovered. |
4 |
34 |
Gain Enemy if Dixie Head don't already have one. |
5 |
34 |
Continued as Drifter (Wanderer). |
5 |
35 |
Find valuable salvage. |
5 |
38 |
Promoted to Drifter (Wanderer) rank 1. |
6 |
38 |
Continued as Drifter (Wanderer). |
6 |
39 |
Injured. Fully recovered. Owe 2,500 for medical bills. |
7 |
42 |
Continued as Drifter (Wanderer). |