Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
Join a social movement. |
1 |
27 |
Left the colonies. |
2 |
27 |
Became a Scout (Explorer). |
2 |
29 |
Injured. Fully recovered. Owe 5,000 for medical bills. |
3 |
29 |
Failed to qualify for Merchant Marine (Merchant). |
3 |
29 |
Became a Drifter (Wanderer). |
3 |
33 |
Attacked by enemies and injured. |
3 |
33 |
Scarred. Fully recovered. Owe 5,000 for medical bills. |
3 |
33 |
Gain Enemy if Enid Lord don't already have one. |
4 |
33 |
Voluntarily left Wanderer |
4 |
33 |
Became a Rogue (Enforcer). |
4 |
36 |
Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
5 |
36 |
Switched to Drifter (Scavenger). |
5 |
40 |
Forced to muster out. |
6 |
40 |
Became a Believer (Mainstream Believer) with the new title Lay Person. |
6 |
42 |
Enid Lord refuse to secretly provide religious rites for a dying leader or noble, because they do not share Enid Lord's faith. |
7 |
44 |
Continued as Believer (Mainstream Believer). |
7 |
48 |
Enid Lord come into conflict with a splinter group Enid Lord's own religion which maintains Enid Lord's version is the wrong one. Gain 2 Rivals. |