Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
19 |
Made lifelong friends. Gain 2 Allies. |
1 |
26 |
Left the colonies. |
2 |
26 |
Became a Scholar (Scientist). |
2 |
28 |
Work for an eccentric but brilliant mentor, who becomes an Ally. |
2 |
30 |
Promoted to Scholar (Scientist) rank 1. |
3 |
30 |
Continued as Scholar (Scientist). |
3 |
33 |
Work leads to a considerable breakthrough. |
3 |
34 |
Promoted to Scholar (Scientist) rank 2. |
4 |
34 |
Continued as Scholar (Scientist). |
4 |
37 |
Entangled in a bureaucratic or legal morass that distracts Jewel King from Jewel King's work. |
4 |
38 |
Promoted to Scholar (Scientist) rank 3. |
5 |
38 |
Continued as Scholar (Scientist). |
5 |
39 |
Make a breakthrough in Jewel King's field. |
6 |
42 |
Voluntarily left Scientist |
6 |
42 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
6 |
44 |
Gained a contact. |
7 |
46 |
Voluntarily left Merchant Marine |
7 |
46 |
Became a Drifter (Wanderer). |
7 |
47 |
Jewel King run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |