Term |
Age |
History |
---|
0 |
0 |
Born into a minor clan. |
0 |
0 |
Earleir's family made its fortune in the great expansion after the discovery of jump drive; most family holdings are on distant worlds. |
0 |
0 |
Earleir's ancestral territory is 5. |
0 |
0 |
Earleir is the second son. |
0 |
14 |
Rite of passage completed with a 5. |
1 |
14 |
Became a Envoy (Spy). |
1 |
15 |
Earleir is given advanced training in a specialist field. |
2 |
18 |
Continued as Envoy (Spy). |
2 |
21 |
Insulted by a noble of a rival clan and lose a duel. |
2 |
22 |
Forced to muster out. |
3 |
22 |
Failed to qualify for Raider (Outlaw) and became a Yohai (outcast). |
3 |
22 |
Became a Drifter (Barbarian). |
3 |
26 |
Betrayed by a friend. One of Earleir's Contacts or Allies betrays Earleir, ending Earleir's career. That Contact or Ally becomes a Rival or Enemy. |
4 |
26 |
Became a Rogue (Enforcer). |
4 |
30 |
Arrested |
5 |
30 |
Became a Prisoner (Thug). |
5 |
33 |
A guard takes a dislike to Earleir. |