All 201 achievements. The name and the line under it are the game's own; the expanded entry gives the exact condition the game checks, when it checks it, and anything the description leaves out. 100 are also Steam achievements, marked On Steam. None are secret, and an achievement earned in one life stays earned in the next.
Eleven cannot be earned in version 0.1.1: every life ends at 62 (68 with Hardy), and every life sees the same two catastrophes. Each of the eleven is marked Not earnable in the current version and says why.
Second StorefrontOwn two businesses at once.
You must have two or more shops in your name at the same moment; a shop you sold or lost before buying the next one does not count.
Checked at the end of every day.
Each further shop costs about 1,500 Bits more than the last, so the second one is the first real saving goal.
Quarter MagnateOwn four businesses at once.
You must own four or more shops at the same moment.
Checked at the end of every day.
Shop prices climb with every shop you already own; good Vothmark standing, the Thrifty trait and guild membership each shave the price.
First HireEmploy a worker at your shop.
Any one of your shops must have at least one hired worker on its books at the end of a day.
Checked at the end of every day.
Grown heirs set to work in the trade do not count; it must be a hired hand.
Local FavouriteReach 'liked' commoner standing.
Your commoner standing must be 25 or higher.
Checked at the end of every day.
Beloved of the QuarterReach 'beloved' commoner standing.
Your commoner standing must be 60 or higher; reaching it also unlocks Local Favourite if you did not have it yet.
Checked at the end of every day.
Standing is lost to an exposed bribe (20), an arrest (25) and fee-skimming in office, so keep your hands clean on the way up.
Ward AldermanTake a seat on the Alderman's Board.
You must hold any Board seat, Ward Alderman or higher. To contest the Ward Alderman seat you need at least one shop, commoner standing of 15 and 1,200 Bits in hand, and then you must win the vote.
Checked at the end of every day.
A lost contest cools Alderman Vel toward you, so check your odds before you bid.
Board SeniorRise to Board Senior.
You must hold the Board Senior seat itself. Contesting it needs a shop, commoner standing of 35 and 4,500 Bits in hand, after you already sit as Ward Alderman.
Checked at the end of every day.
Winning the seat costs you some of Alderman Vel's regard, since you displaced him.
Greased PalmLand your first bribe.
A bribe offered to a named figure has to be accepted; a refused or exposed bribe does not count. The accept chance rises with the figure's greed, their regard for you, your commoner standing and their faction's view of you, and falls with their integrity and your heat.
Unlocks the moment a bribe is accepted.
Greedy, low-integrity figures such as Theld Marrenvost or Drevin Holt are the easiest marks, and the Silver-tongued trait adds 10 to the accept chance.
Caught in the ActHave a bribe exposed.
Your heat must be above zero at the end of a day. Any source of heat counts: an exposed bribe, a smuggling run, certain street choices or crisis profiteering.
Checked at the end of every day.
One Hush Trade smuggling run is the quickest route, since each run adds 15 heat.
The description speaks of a bribe being exposed, but the game only checks for any heat at all; a single successful smuggling run is enough.
A Friend in the CityWin a named figure as an ally.
Any one of the named figures must hold a regard of 50 or more toward you.
Checked at the end of every day.
An accepted bribe adds 25 regard to its target at once.
Sworn EnemyMake a named figure your enemy.
Any one of the named figures must hold a regard of -50 or lower toward you.
Checked at the end of every day.
An exposed bribe costs 10 regard with its target, and taking Alderman Vel's Board Senior seat sours him further.
Coffers of MarksHold 2000 Bits.
Your purse must hold 2,000 Bits or more; money out on loan or still in a shop's till does not count.
Checked at the end of every day.
Coin-DrownedHold 10000 Bits.
Your purse must hold 10,000 Bits or more; money out on loan or still in a shop's till does not count.
Checked at the end of every day.
Crown AppointmentWin a place on the Crown ladder.
You must hold any rung of the Crown ladder, starting with Crown Factor. Contesting Crown Factor needs 500 Bits in hand and no one's backing, and then you must win the contest.
Checked at the end of every day.
Harbor-MasterRise to Harbor-Master.
You must hold Crown rung two, Harbor-Master, or the rung above it. Contesting Harbor-Master needs 2,000 Bits in hand and a regard of at least 25 from Clerk Oresby, after you already hold Crown Factor.
Checked at the end of every day.
An arrest turns Clerk Oresby against you, which can stall this climb.
Two Crowns of PowerHold Board and Crown office at once.
On the same day you must hold any Board seat (Ward Alderman or higher) and any Crown rung (Crown Factor or higher).
Checked at the end of every day.
The two lowest rungs are enough: Ward Alderman plus Crown Factor.
Settled the Wall QuestionFund the wall circuit as a high officer.
While the yearly Wall Question is open you must choose to sponsor the levy and pay 500 Bits. Only a player who holds the Board Senior seat, or Crown rung two (Harbor-Master) or higher, can make that choice.
Unlocks the moment you sponsor the levy.
The question opens on day 100 of each year and stays open for 30 days; diverting the money to your wards instead settles it for that year without the achievement.
The description says a high officer, but the Board Speaker cannot take the choice; only the Board Senior or a Harbor-Master or Chamberlain's Officer can.
Charter-KeeperRise to Charter-Keeper on the Secretariat.
You must hold the top Secretariat rung, Charter-Keeper. Contesting it needs 14 achievements already unlocked and a regard of at least 40 from Solvath Brennaveth, after you already hold Senior Archivist.
Checked at the end of every day.
The Secretariat is climbed on achievements unlocked, not money: 6 for Archivist, 10 for Senior Archivist, 14 for Charter-Keeper.
Hand on Every LeverHold office in all three authorities at once.
On the same day you must hold a Board seat (Ward Alderman or higher), a Crown rung (Crown Factor or higher) and a Secretariat rung (Archivist or higher).
Checked at the end of every day.
The lowest rung of each is enough, and a Secretariat seat, once won, is held for life, so it is the easy third.
A Match MadeWed a named figure of the city.
You must be wed. Only the women of the named cast (Clerk Oresby, Sera Lanval and Maret Voss) can be courted, and each must already hold a regard of 50 or more toward you before she will accept.
Unlocks the moment the marriage is made.
An HeirRaise an heir to your name.
Your first heir is born one full year (390 days) after your wedding, provided the marriage still stands then.
Unlocks on the day the heir is born.
Marry early: late in life a spouse can die in any year, and a widower gets no heir until he weds again.
The Line ContinuesDie with an heir — your dynasty endures.
Your life must end with at least one heir already born, from this or an earlier marriage.
Checked on the final day of your life.
The heir arrives a year after the wedding, so in version 0.1.1 you must be wed by your 61st birthday at the latest (67th with the Hardy trait).
Vertical IntegrationRun a shop fed by your own supply chain.
One of your shops must be receiving a supply-chain bonus, which means you also own a shop of one of its supplier trades; for example a Tavern with a Brewery or Fishery, a Bakery with a Chandlery, or a Fishery with a Chandlery.
Checked at the end of every day.
Fishery and Chandlery feed each other, and both cost little to open.
Quarter ConglomerateOwn six businesses at once.
You must own six or more shops at the same moment.
Checked at the end of every day.
Elder of the QuarterLive to sixty.
You must reach age 60 while still alive.
Checked at the end of every day.
In version 0.1.1 every life runs to age 62 (68 with the Hardy trait), so any life that plays out to the end earns this.
VenerableLive to sixty-eight.
You must reach age 68 while still alive; this also unlocks Elder of the Quarter.
Checked at the end of every day.
In version 0.1.1 a normal life ends at 62, so you must pick the Hardy trait, which adds six years and lets you reach exactly 68 on your final day.
Pillar of the ConcordReach +75 Calvendris standing.
Your standing with Calvendris must be 75 or higher.
Checked at the end of every day.
Faction standing drifts 2% back toward neutral every month; sponsoring the wall levy, winning Board seats, gifts and guild membership all push Calvendris up, while smuggling and arrests pull it down.
Friend of the HushReach +50 Hush Trade standing.
Your standing with the Hush Trade must be 50 or higher.
Checked at the end of every day.
Each successful smuggling run adds 10 Hush standing, but it drifts 2% back toward neutral every month.
Twin SummitsHold the top rung of two authorities at once.
Two of these must be true on the same day: you hold the Board Senior seat, you hold Crown rung two (Harbor-Master) or higher, or you hold Secretariat rung two (Senior Archivist) or higher.
Checked at the end of every day.
Harbor-Master plus Senior Archivist avoids the Board entirely, and a Secretariat seat is held for life.
Despite the description, the game counts the second rung of each ladder as its top. Holding Board Speaker does not count for the Board; you must be sitting as Board Senior.
From NothingRise from pauper to the top of an authority.
You must have started as a Pauper newcomer and hold Board Senior or higher, Crown rung two (Harbor-Master) or higher, or Secretariat rung two (Senior Archivist) or higher.
Checked at the end of every day.
The description says the top of an authority, but the second rung of any ladder is enough.
Speaker of the BoardRise to Board Speaker.
You must hold the Board Speaker seat. Contesting it needs commoner standing of 85 and 13,000 Bits in hand, after you already sit as Board Senior.
Checked at the end of every day.
Commoner standing of 85 is the hard part; anything that costs standing on the way up delays this.
The Chamberlain's OfficerRise to the Crown's high office.
You must hold the top Crown rung, Chamberlain's Officer. Contesting it needs 2,500 Bits in hand and a regard of at least 40 from Clerk Oresby, after you already hold Harbor-Master.
Checked at the end of every day.
The Back RoomPut money out on loan.
You must lend any amount of Bits from your purse; you cannot lend while in jail.
Unlocks the moment the loan goes out.
A Master CrewGather a shop's worth of skilled staff.
The workers at a single shop must add up to a combined skill of 12 or more; each hired hand brings a skill of 1 to 5.
Checked at the end of every day.
Paying to train a crew raises its combined skill by one point per session, up to 8 per worker, so two trained hands can reach 12.
A Stint InsideBe arrested and serve your time.
You must be arrested. Once your heat reaches 40 the Watch may come for you on any day, and a smuggling run that turns out to be a sting sends you straight to a cell.
Unlocks the moment you are arrested.
A Charter-Keeper cannot be arrested for heat, and temple sanctuary also keeps the Watch off you.
The description says you must serve your time, but the achievement unlocks at the arrest itself; paying bail afterwards does not take it away.
Moneylord of the QuarterHold a thousand Bits out on loan at once.
The total you have out on loan must be 1,000 Bits or more at the end of a day.
Checked at the end of every day.
Defaults shave the book, so lend a little over 1,000 if you are close.
Diversified HoldingsOwn shops of four different trades at once.
Your shops must cover four or more different trades at the same moment.
Checked at the end of every day.
Across the QuarterOwn shops in four different districts at once.
Your shops must stand in four or more of the city's five districts at the same moment.
Checked at the end of every day.
Cheap staple trades sell nothing in the well-off districts (Crown Hill, Secretariat, Academy), so pick a trade that suits each district.
Web of FriendsHold three named allies at the same time.
Three or more named figures must each hold a regard of 50 or more toward you on the same day.
Checked at the end of every day.
A Crown-Counter's FortuneAmass fifty thousand Bits.
Your purse must hold 50,000 Bits or more; money out on loan or still in a shop's till does not count.
Checked at the end of every day.
Eight StorefrontsOwn the full eight businesses at once.
You must own eight or more shops at the same moment.
Checked at the end of every day.
The description calls eight the full count, but there is no cap on shops; eight is simply the threshold.
Through Fire and FamineLive through a citywide catastrophe.
A citywide catastrophe must have struck during your life, and you must have a stake in the city: a shop, earnings from a shop, a civic office past or present, or money out on loan.
Checked at the end of every day.
Catastrophe dates are the same in every life, whatever you do; in version 0.1.1 the first one (bread riots) strikes around age 29, and the stake can come after the event.
Master of Many HandsCommand a workforce of ten across your shops.
The hired workers across all your shops must total ten or more at the same moment.
Checked at the end of every day.
Grown heirs working in the trade do not count toward the ten.
The Quiet TradeRun contraband for the Hush Trade.
You must accept a Hush Trade smuggling offer and get away with it; a run that turns out to be a sting (about 1 in 10) lands you in jail and does not count.
Unlocks the moment a smuggling run succeeds.
An offer can appear every 15 days; the Outlaw trait halves the sting chance and brings offers more often.
A Trusted HandPromote a worker to manage a shop.
You must promote a worker to manager at a shop that has at least one hired worker and no manager yet; you cannot do it from jail.
Unlocks the moment the promotion is made.
Bought OutBuy your way out of a sentence.
While in jail you must pay to walk free. Bail costs 25 Bits for each day left on your sentence, with up to 40% off if you stand well with Calvendris.
Unlocks the moment bail is paid.
Bail early in a sentence costs most; a first sentence is 45 days, so full bail is up to 1,125 Bits.
The Harbor's OwnFrom dock-hand to Harbor-Master.
You must have started as a Dock-hand and hold Crown rung two, Harbor-Master, or the rung above it.
Checked at the end of every day.
Harbor-Master needs 2,000 Bits in hand and a regard of at least 25 from Clerk Oresby, after Crown Factor.
From the KitchensFrom tavern cook to Board Senior.
You must have started as a Cook and hold the Board Senior seat or the Board Speaker seat.
Checked at the end of every day.
Board Senior needs a shop, commoner standing of 35 and 4,500 Bits in hand, after Ward Alderman.
The Charter-Keeper's PenFrom junior scribe to Charter-Keeper.
You must have started as a Junior scribe and hold the Charter-Keeper rung of the Secretariat.
Checked at the end of every day.
The scribe starts with 30 regard from Solvath Brennaveth; Charter-Keeper needs 40 from him plus 14 achievements unlocked.
Kingpin of the Quiet TradeFrom Hush runner to the smugglers' confidant (+75 Hush).
You must have started as a Hush runner and reach a Hush Trade standing of 75 or higher.
Checked at the end of every day.
The Hush runner starts at 30 Hush standing and each successful smuggling run adds 10, against a 2% monthly drift back toward neutral.
The People's BrewerFrom brewer's apprentice to beloved of the quarter.
You must have started as a Brewer's apprentice and reach a commoner standing of 60 or higher.
Checked at the end of every day.
The Magnate's FriendBefriend a supplier who then boosts your trade.
You must own a shop whose trade a named supplier feeds while that supplier's regard for you is 50 or more: Theld Marrenvost feeds Bakeries and Cookshops, Haldric Halsey feeds Taverns and Breweries, and Drevin Holt feeds Chandleries and Smithies. Each befriended supplier adds 20% to that shop's output.
Checked at the end of every day.
The Self-reliant trait blocks this entirely: a self-supplied operator never gets a supplier's bonus.
The Whole QuarterOwn a shop in every district at once.
You must own at least one shop in each of the five districts at the same time: Crown Hill, Confluence Spit, Secretariat, Academy and the Old Quarter.
Checked at the end of every day.
Crown Hill, Secretariat and Academy are well-off quarters where a low-quality staple sells nothing, so open a mid- or high-quality trade there.
Purveyor to the GentryRun a luxury shop on Crown Hill.
You must own a shop on Crown Hill that makes a top-quality good: Cake (Confectioner), Wine (Vintner), Finery (Outfitter) or Physician visits (Physician).
Checked at the end of every day.
Buying copies your selected shop's trade, so retool the Crown Hill shop to one of these four trades if it opened as something else (a refit costs 100 Bits).
The Old Quarter's OwnRun a staple shop in the Old Quarter.
You must own a shop in the Old Quarter that makes a basic, lowest-quality good: Bread, Gruel, Small-beer, Bunks, Peat, Work-cloth, Herbs, Temple rites, Door-bars, Whetstones, Street ballads or Club nights.
Checked at the end of every day.
Your very first shop is always a Bakery, so opening it in the Old Quarter unlocks this at once.
Master of TradesOwn eight different business types at once.
The shops you own at that moment must cover at least eight different trades between them. Several shops of the same trade count once.
Checked at the end of every day.
A new shop copies your selected shop's trade, so you will need to retool shops (100 Bits per refit) to reach eight different trades.
The Bank of the QuarterHold five thousand Bits out on loan.
Your loan book, the Bits you currently have out on loan, must reach 5,000 or more.
Checked at the end of every day.
Defaults write off 10% of the book at a time and strike more often once the book is above 5,000, so lend a little over the mark.
A Chest of CrownsAmass a hundred thousand Bits.
Your purse must hold 100,000 Bits or more at once. Bits out on loan or sitting in shop tills do not count.
Checked at the end of every day.
The Long-LivedLive to seventy.
You must be alive at age 70 or older while having a stake in the city (a shop, past till takings, any office, or a loan book).
Checked at the end of every day.
Not earnable in version 0.1.1. Every life plays the same world and ends at 62, or at 68 with Hardy, so this age is never reached.
Through Fire and Famine TwiceSurvive two citywide catastrophes.
Two catastrophes must have struck the city during this life, and you must have a stake in the city (a shop, past till takings, any office, or a loan book) on some day after the second one.
Checked at the end of every day.
In version 0.1.1 the second catastrophe (the Long Dry Summer) always arrives at age 37. After that the achievement unlocks on any day you have a stake, even if you had none during the disasters themselves.
Out of the AshesLive through the Great Fire.
The Great Fire must be raging on a day when you have a stake in the city: you own a shop, have ever taken takings from a till, have ever held any office, or have Bits out on loan.
Checked at the end of every day while the catastrophe is active.
Not earnable in version 0.1.1. Every life plays the same world and sees the same two catastrophes, a Quarter Riot at age 29 and the Long Dry Summer at age 37, so the Great Fire never comes.
The Hungry YearLive through the Granary Collapse.
The Granary Collapse must be raging on a day when you have a stake in the city: you own a shop, have ever taken takings from a till, have ever held any office, or have Bits out on loan.
Checked at the end of every day while the catastrophe is active.
Not earnable in version 0.1.1. Every life plays the same world and sees the same two catastrophes, a Quarter Riot at age 29 and the Long Dry Summer at age 37, so the Granary Collapse never comes.
The Fever Passed You ByLive through a Plague Year.
The Plague Year must be raging on a day when you have a stake in the city: you own a shop, have ever taken takings from a till, have ever held any office, or have Bits out on loan.
Checked at the end of every day while the catastrophe is active.
Not earnable in version 0.1.1. Every life plays the same world and sees the same two catastrophes, a Quarter Riot at age 29 and the Long Dry Summer at age 37, so the Plague Year never comes.
High WaterLive through the Great Flood.
The Great Flood must be raging on a day when you have a stake in the city: you own a shop, have ever taken takings from a till, have ever held any office, or have Bits out on loan.
Checked at the end of every day while the catastrophe is active.
Not earnable in version 0.1.1. Every life plays the same world and sees the same two catastrophes, a Quarter Riot at age 29 and the Long Dry Summer at age 37, so the Great Flood never comes.
Through the RiotsLive through a Quarter Riot.
The Quarter Riot must be raging on a day when you have a stake in the city: you own a shop, have ever taken takings from a till, have ever held any office, or have Bits out on loan.
Checked at the end of every day while the riot is active.
In version 0.1.1 the riot always hits the Old Quarter at age 29 and lasts about 20 days, so own a shop (or have any other stake) by then.
Through the BlockadeLive through a Trade Blockade.
The Trade Blockade must be raging on a day when you have a stake in the city: you own a shop, have ever taken takings from a till, have ever held any office, or have Bits out on loan.
Checked at the end of every day while the catastrophe is active.
Not earnable in version 0.1.1. Every life plays the same world and sees the same two catastrophes, a Quarter Riot at age 29 and the Long Dry Summer at age 37, so the Trade Blockade never comes.
Elder StatesmanHold civic office for fifteen years.
Your days holding any seat on the Board, the Crown or the Secretariat must add up to 15 years (5,850 days). The time does not have to be continuous, and days in different offices count together.
Checked at the end of every day.
Friends in the StormWeather a catastrophe with allies at your back.
On a day when a catastrophe is active, at least one named figure must regard you at 50 or more.
Checked at the end of every day while a catastrophe is active.
In version 0.1.1 the catastrophes come at age 29 (about 20 days) and age 37 (about 45 days). Have a true ally in place before then.
The description says your allies must help you weather it, but nothing else is required: one true ally while any catastrophe is active is enough.
One of the FellowshipJoin a trade guild.
You must pay the 400-Bit admission fee and join the trade guild while out of jail. A Guild Apprentice starts already sworn in and gets it on day one.
Unlocks the moment you join the guild, or at the start of a Guild Apprentice life.
Guild WardenBe raised to the guild's honorary seat.
You must stay a guild member for 780 days (two years) without a break, and your commoner standing must be 40 or more. If Joran Corvane regards you at 50 or more, standing of 25 is enough.
Checked at the end of each day you pay guild dues. Nothing is checked while you are in jail.
Membership lapses on any day you cannot pay the 1-Bit daily dues, which restarts the two-year count, so keep a few Bits in your purse.
Tordrim's ChosenFrom temple acolyte to the heart of the theocracy (+75 Tordrim).
You must have started as a Temple acolyte, and your Tordrim standing must reach 75 or more.
Checked at the end of every day.
Hush Trade runs cut your Tordrim standing, so avoid them on this life.
Lord of the ForgeFrom forge-hand to a power in the iron economy (+75 Holdarn).
You must have started as a Forge-hand, and your Holdarn standing must reach 75 or more.
Checked at the end of every day.
Faction goodwill drains about 2% a month, so keep feeding it, for example by patronising Drevin Holt's faction.
A Row of One's OwnBuild a trade-row — three shops in a single district.
You must own three or more shops in the same district at once. That also gives every shop there a 5% output bonus.
Checked at the end of every day.
The Whole RowPack a district with a full trade-row of five shops.
You must own five or more shops in the same district at once. That also gives every shop there the full 15% trade-row bonus.
Checked at the end of every day.
Beholden to NoneBuild an empire of four shops as a self-reliant operator.
You must have the Self-reliant trait and own four or more shops at the same time.
Checked at the end of every day.
The trait is chosen when you create your character, so pick it at the start of the life.
Burned BridgesHave a supplier you've crossed choke one of your shops.
A named supplier's regard for you must fall to -50 or lower while you own a shop of a trade they feed: Theld Marrenvost (Bakery, Cookshop), Haldric Halsey (Tavern, Brewery) or Drevin Holt (Chandlery, Smithy). That shop then loses 15% of its output.
Checked at the end of every day.
The Self-reliant trait makes you immune, so this cannot unlock with it.
Open Hand in the StormGive relief to the quarter during a catastrophe.
When the crisis appeal opens during a catastrophe, you must choose to give relief. It costs 250 Bits, and you must be out of jail. It raises your commoner standing and your Calvendris and Tordrim standing.
Unlocks the moment your relief is given.
Each catastrophe gets one appeal, open for up to 20 days. In version 0.1.1 they come at age 29 and 37, so you can give relief in one and profiteer in the other.
Crisis ProfiteerSell dear to the desperate during a catastrophe.
When the crisis appeal opens during a catastrophe, you must choose to profiteer while out of jail. You collect 300 Bits, but your commoner, Calvendris and Tordrim standing drop and you gain 8 heat.
Unlocks the moment you choose to profiteer.
Each catastrophe gets one appeal. In version 0.1.1 they come at age 29 and 37, so you can profiteer in one and give relief in the other.
Friend of the NetworkReach +50 Vothmark standing.
Your Vothmark standing must be 50 or more on the -100 to +100 scale.
Checked at the end of every day.
Gaining favour with the Tordrim takes a little away from the Vothmark, so don't court both at once. Standing also drains about 2% a month, so keep feeding it.
The Iron CompactReach +50 Holdarn standing.
Your Holdarn standing must be 50 or more on the -100 to +100 scale.
Checked at the end of every day.
Gains with Calvendris and Tordrim take a little away from the Holdarn. Standing also drains about 2% a month, so keep feeding it.
In the Temple's GraceReach +50 Tordrim standing.
Your Tordrim standing must be 50 or more on the -100 to +100 scale.
Checked at the end of every day.
Hush Trade gains take a lot away from the Tordrim, and Vothmark gains take a little. Standing also drains about 2% a month, so keep feeding it.
Threads in Every LoomHold +40 standing with three factions at once.
At least three of the five factions (Calvendris, Vothmark, Holdarn, Tordrim, Hush Trade) must hold you at 40 or more standing on the same day.
Checked at the end of every day.
Vothmark, Holdarn and the Hush Trade never cool toward each other when you court one of them, which makes them the easiest three to hold together.
From the Tide MarketFrom stall-runner to a Crown appointment.
You must have started as a Stall-runner and hold a seat on the Crown ladder, starting at Crown Factor.
Checked at the end of every day.
Risen from the CellsServe a jail term, then climb to a civic capstone.
You must be arrested earlier in the same life. Later you must hold a civic capstone: Board Speaker, Chamberlain's Officer or Charter-Keeper.
Checked at the end of every day.
A Charter-Keeper can no longer be arrested, so the arrest has to come before that seat. Buying bail still counts as having been jailed.
Vault of the QuarterHold ten thousand Bits out on loan at once.
Your loan book, the Bits you currently have out on loan, must reach 10,000 or more.
Checked at the end of every day.
Defaults write off 10% of the book at a time and come faster the bigger it grows, so lend the full amount in one go.
A Great HouseCommand a household of twenty across your shops.
The hired staff across all the shops you own must add up to 20 or more. Heirs put to work in a shop do not count.
Checked at the end of every day.
A Favour Called InSpend an ally's goodwill — call in their favour.
You must call in a favour from a named figure who regards you at 50 or more, while out of jail and outside the 60-day wait between favours. Either the goodwill favour or the cash favour counts.
Unlocks the moment the favour is granted.
The cash favour only works if that ally has Bits in their purse.
Cut Your LossesSell off a business.
You must sell the shop you have selected while out of jail. Any shop counts, and you get its till takings plus half its entry price.
Unlocks the moment the sale goes through.
Trim the SailsLay off a worker in lean times.
You must dismiss a worker from the shop you have selected. It needs at least one hired worker, and you must be out of jail.
Unlocks the moment the worker is let go.
The description mentions lean times, but the game doesn't check your finances. Any layoff counts.
Habitual OffenderBe arrested twice in one life.
You must be arrested at least twice in the same life.
Checked at the end of every day.
Arrests only come once your heat is 40 or more, and the second sentence runs 90 days instead of 45.
Honest TradeEarn 500 Bits across your shop tills in one lifetime.
The takings you collect from your shop tills over the life must reach 500 Bits in total. Takings are counted after wages but before stock costs.
Checked at the end of every day.
Tills are not collected while you are in jail.
Coffers Before WallsSettle the Wall Question by diverting the levy to your own districts.
While the Wall Question is open, you must choose to divert the levy. You must be Board Senior, Harbor-Master or Chamberlain's Officer. Doing so raises prices by 10% in every district where you own a shop, but costs you commoner standing and some of Theld Marrenvost's regard.
Unlocks the moment you choose to divert.
The Wall Question opens on day 100 of each year and stays open for about 30 days. A Board Speaker doesn't qualify for it through that seat.
Hand in HandStay wed to the same partner for twenty years.
You must stay married to the same spouse for 20 years (7,800 days). Marrying again restarts the count.
Checked at the end of every day.
In version 0.1.1 a spouse always dies when you are 55, unless you have the Hardy trait. Without Hardy you must marry before turning 35. With Hardy there is no widowing, and you must marry by 48.
Clean HandsReach old age (60) with no arrests on your record.
You must reach age 60 with no arrest in this life and with a stake in the city: a shop, past till takings, any office, or a loan book.
Checked at the end of every day.
Bribes and Hush Trade runs raise heat. Keeping heat below 40 means the Watch never arrests you.
Married into PowerWed one of the city's civic officials.
Your spouse must be one of the city's officials. Only women can be wed, so in practice this means marrying Clerk Oresby, which needs her regard at 50 or more.
Checked at the end of every day.
Officials cool toward you while you climb the civic ladders, so court and wed her before your rise.
The Ledger's RewardFrom a Counting-house clerk to a confidant of Vothmark (+75).
You must have started as a Counting-house clerk, and your Vothmark standing must reach 75 or more.
Checked at the end of every day.
Tordrim gains take a little away from the Vothmark, and standing drains about 2% a month, so keep feeding it.
Cornerstone of TradeOwn three or more shops of the same trade — corner a good's market.
You must own three or more shops of the same trade at once, in any districts.
Checked at the end of every day.
A new shop copies your selected shop's trade, so buying twice with one shop selected gets you there.
Right Price, Right PlaceRun a premium shop and a discount shop at the same time.
At the same time, one of your shops must be priced above 110% (for example 120%) and another below 90% (for example 80%).
Checked at the end of every day.
Select each shop and adjust its own price. Prices move in steps of 10.
Talent RaidLure a skilled worker away from a rival's shop.
You must lure a worker from a rival's shop in the same district as your selected shop. Your commoner standing must be 0 or more, you must be out of jail, and you must pay a signing bounty of 40 Bits per skill point.
Unlocks the moment the worker joins you.
A Circle of FriendsKeep three named figures at true-ally regard at the same time.
At least three named figures must regard you at 50 or more on the same day.
Checked at the end of every day.
The Web of Friends achievement has the same requirement, so the two always unlock together.
From the AlmshouseStart a Ward of the Concord and rise to Board Speaker.
You must have started as a Ward of the Concord and hold the Board Speaker seat.
Checked at the end of every day.
The Chamberlain's ReachStart a Chamberlain's page and win a senior Crown seat.
You must have started as a Chamberlain's page and hold the Crown's Harbor-Master seat or higher (Chamberlain's Officer also counts).
Checked at the end of every day.
Crown Factor alone is not enough; the second Crown rung is the first that counts.
An Heir Come of AgeRaise an heir to adulthood — a settled line.
Your first heir must reach adulthood, which happens 16 years after the heir is born. An heir is born about a year after you wed, so you need roughly 17 years of marriage behind you.
Checked at the end of every day.
Without the Hardy trait your life ends at 62, so wed by about age 45; with Hardy you have until about 51.
From the PawnshopStart a Pawnshop runner and build a deep loan book (5000 out).
You must have started as a Pawnshop runner and have 5,000 Bits or more out on loan at the same time.
Checked at the end of every day.
Defaults cut the outstanding book, so lend a little over 5,000 to be safe.
A Quiet WordHush a brewing scandal before the Watch can act.
Pay the Watch a quiet word while you have any scandal heat and are not in a cell. Each use buries up to 10 heat at 25 Bits per point, cheaper if the Hush Trade likes you.
Unlocks the moment the quiet word is paid.
Any heat at all makes it available, so a single bribe or smuggling run is enough to set it up.
A Patron of the PowersPatronize a faction — buy a camp's favour the lawful way.
Make one lawful donation to a faction through any named figure. It costs 200 Bits, plus 1% for every point of standing you already hold with that faction.
Unlocks the moment the donation is paid.
Your first donation to a faction you have no standing with is the cheapest, at 200 Bits.
A Drilled CrewTrain a shop's crew to mastery.
One of your shops must have at least one hired worker and a crew trained to an average skill of 8 (total crew skill at least 8 times the number of workers).
Checked at the end of every day.
A shop with a single hired hand needs the fewest training sessions, at 80 Bits each (20% less if Sera Lanval is your true ally).
Rode the Iron-PenceClose an Iron-Pence position at a profit.
Sell an Iron-Pence position for more Bits than you paid for it. Any profit of 1 Bit or more counts.
Unlocks the moment you close the position.
The exchange rate follows the same path every life: it climbs to its 115 ceiling around ages 25 to 31, sinks to its 85 floor around ages 33 to 37, and returns to 115 around ages 43 to 45.
Within These WallsClaim the temple's sanctuary from the Watch.
Claim temple sanctuary while you have any scandal heat and are not in a cell. The offering is 20 Bits per heat point, with a 100 Bit minimum, and is cheaper if Tordrim favours you.
Unlocks the moment the offering is paid.
Sanctuary shields you from arrest for 30 days but leaves your heat where it was.
From the NetsStart a Fisher's mate and build a fishing fortune (own a fishery, 10000 Bits).
You must have started as a Fisher's mate and at the same time own a Fishery and hold 10,000 Bits or more.
Checked at the end of every day.
A Public PenanceConfess a brewing scandal to the temple — clear your suspicion with reputation, not coin.
Confess at the temple while you have any scandal heat and are not in a cell. It wipes all of your heat at once, costs 0.2 commoner standing per heat point, and raises your Tordrim standing.
Unlocks the moment you confess.
Confess while your heat is low: the standing you lose grows with it.
By My Own HandBuild a fortune running your shops with not a single hired hand.
Hold 10,000 Bits or more while you own at least one shop and none of your shops has a single hired worker.
Checked at the end of every day.
Heirs put to work in a shop add capacity without counting as hired hands. Lay off any workers before your purse reaches 10,000.
A Foot in Every CampHold positive standing with all five factions at once.
Your standing must be above zero, at 1 or more, with Calvendris, Vothmark, Holdarn, Tordrim and the Hush Trade all at once.
Checked at the end of every day.
Standing drifts back toward neutral every month, and warming one camp cools its rivals, so top up the weakest camp last.
Rags to RichesStart a Pauper newcomer and amass a great fortune.
You must have started as a Pauper newcomer and hold 100,000 Bits or more in your purse.
Checked at the end of every day.
Money out on loan or in an Iron-Pence position does not count; only Bits in your purse do.
A House of Many TradesOwn ten or more distinct business types at once.
You must own shops of at least ten different trades at the same time.
Checked at the end of every day.
Each extra shop costs about 1,500 Bits more than the one before it, so plan for the tenth to be expensive.
Love After LossWed again, having outlived a spouse.
You must marry again after being widowed. A spouse can only be lost in the last fifth of your life, and in version 0.1.1 that happens on your 55th birthday if you are married then.
Unlocks the moment the second wedding happens.
It only works without the Hardy trait: with Hardy your spouse is never lost. After losing your spouse at 55, court a woman to a regard of 50 and wed her before you die at 62.
A Generous HouseHost three grand feasts — a patron of the quarter's table.
Host three feasts in one life. A feast costs 80 Bits per named figure, and you must wait 90 days between feasts.
Unlocks the moment your third feast is paid for.
The earliest you can manage it is 180 days after your first feast.
Nerves of IronRun contraband while the Watch is already onto you (suspicion past the arrest line) — and walk away clean.
Take a Hush Trade smuggling run while your heat is already 40 or more (the level at which the Watch can arrest you), and the run must not be a sting.
Unlocks the moment a successful run is taken.
Temple sanctuary blocks arrest for 30 days without lowering your heat, so you can safely build heat to 40 and take the run inside that window. A sting still jails you, though.
Prince of the Quiet TradeComplete eighteen successful Hush runs in one life — a deep smuggling career, each run a roll against the cells.
Complete 18 successful Hush Trade runs in one life. A run that turns out to be a sting and lands you in a cell does not count.
Unlocks the moment your 18th successful run is taken.
After 5 successful runs the network offers work more often, and the Outlaw trait raises the offer rate and halves the sting chance.
UnbrokenWeather two different citywide catastrophes — every blow a life can take — and still hold a fortune; ruin could not break you.
You must earn the survival badges for two different catastrophes in the same life, then hold 25,000 Bits or more in your purse. A survival badge only counts if you own a shop (or have ever earned till takings, held office, or lent money) while the catastrophe is under way.
Checked at the end of every day.
In version 0.1.1 the catastrophes are always the same: a Quarter Riot at age 29 and the Long Dry Summer at age 37. Have a shop running for both.
The Long GameClose a single Iron-Pence position for a fat profit — a large currency gamble that swung your way.
Close a single Iron-Pence position for a profit of 2,500 Bits or more over what you paid.
Unlocks the moment you close the position.
The rate only moves between 85 and 115, so the best possible gain is about 35%, and you need to have put in roughly 7,200 Bits or more. The exchange rate follows the same path every life: it climbs to its 115 ceiling around ages 25 to 31, sinks to its 85 floor around ages 33 to 37, and returns to 115 around ages 43 to 45. Buy at the floor and sell at the ceiling.
Rise by Coin AloneReach Chamberlain's Officer without ever sitting on the Alderman's Board.
Hold the Chamberlain's Officer seat without ever having held any Board seat in this life, including Ward Alderman.
Checked at the end of every day.
Even a short spell as Ward Alderman early on rules it out for the rest of the life.
A Life of LettersRise to Charter-Keeper on merit alone, never touching the Board or the Crown.
Hold the Charter-Keeper seat without ever having held any Board seat or any Crown appointment in this life, down to Ward Alderman and Crown Factor.
Checked at the end of every day.
Master of the QuarterReach the capstone seat of all three civic authorities in one life — every crown the city offers, worn once.
At some point in the same life, you must have held Board Speaker, Chamberlain's Officer and Charter-Keeper. You do not need to hold all three at once, since the game remembers the highest seat you reached on each ladder.
Checked at the end of every day.
The City HoldsLive through a Border Crisis as thousands of displaced flood into Corenveld.
You must be alive during a Border Crisis while having a stake in the city (a shop, till takings, an office or a loan book).
Checked at the end of every day.
Not earnable in version 0.1.1. Every life plays the same world and sees the same two catastrophes, a Quarter Riot at age 29 and the Long Dry Summer at age 37, so the Border Crisis never comes.
When the Vaults Ran DryLive through the Counting-House Collapse as the city's credit seizes and lenders reel.
You must be alive during the Counting-House Collapse while having a stake in the city (a shop, till takings, an office or a loan book).
Checked at the end of every day.
Not earnable in version 0.1.1. Every life plays the same world and sees the same two catastrophes, a Quarter Riot at age 29 and the Long Dry Summer at age 37, so the Counting-House Collapse never comes.
The Quarter's TableHost seven grand feasts — a seat at your table is a mark of honour in Corenveld.
Host seven feasts in one life. A feast costs 80 Bits per named figure, and you must wait 90 days between feasts.
Unlocks the moment your seventh feast is paid for.
With the 90-day wait, the earliest you can manage it is 540 days after your first feast. The Thrifty trait takes 10% off each one.
The Pure MerchantReach your sixtieth year without ever sitting in a civic seat — wealth without power.
Reach age 60 without ever holding any Board seat, Crown appointment or Secretariat post in this life. You must also have a stake in the city: a shop, till takings, or a loan book.
Checked at the end of every day.
Even one day as Ward Alderman, Crown Factor or Archivist rules it out for that life.
The Rate TurnedClose an Iron-Pence position at a loss — you bet on the rate and the rate had other plans.
Close an Iron-Pence position for fewer Bits than you paid for it. A loss of any size counts.
Unlocks the moment you close the position.
Buy when the rate is high and sell after it falls. The exchange rate follows the same path every life: it climbs to its 115 ceiling around ages 25 to 31, sinks to its 85 floor around ages 33 to 37, and returns to 115 around ages 43 to 45.
A Clean BookRun a lending book and then call every coin back in — a full recall, the slate wiped clean.
Having lent money in this life, call in your whole loan book while any of it is still out. Getting back less than you lent still counts.
Unlocks the moment you call the book in.
You can do this right after your first loan; there is no minimum book size or time.
By Trade AloneAmass a substantial fortune through commerce, never once opening a lending book.
Hold 5,000 Bits or more in your purse without ever having lent money in this life.
Checked at the end of every day.
The description says the fortune must come through commerce, but the game only checks that you never lent money. Bits from any source count, including smuggling, office income and a dowry.
The Full WardrobeOwn a tailor's workshop, a fine-tailor's shop, and an outfitter under one roof — work-cloth to finery, the whole cloth chain.
You must own a Tailor, a Fine tailor and an Outfitter at the same time.
Checked at the end of every day.
A Family BusinessYour grown heir works the trade beside you — the business outlasts its founder.
You must put at least one grown heir to work in one of your shops. Your heir is grown 16 years after being born, and is born about a year after you wed.
Checked at the end of every day.
Without the Hardy trait your life ends at 62, so wed by about age 45. You need a shop selected to place the heir in.
Blood and TimberBoth heirs grown and set to work in the shops — the house endures by its own hands.
You must put two grown heirs to work in your shops. The second heir is born about a year after the first, and each is grown 16 years after birth.
Checked at the end of every day.
Your spouse must still be alive when the second heir is due. Without Hardy you die at 62, so wed by about age 44; with Hardy by about age 50.
Old Guard of the FellowshipFifteen years a paid-up fellow — the trade guild calls you one of its own.
Be a trade-guild member for 15 unbroken years (5,850 days) and have a stake in the city: a shop, till takings, an office or a loan book.
Checked at the end of every day.
The guild takes 1 Bit in dues every day. If your purse is ever empty at dusk you are struck off and the 15-year count starts over. The Guild Apprentice starts in the guild on day one.
A Full CourtFive of the city's notables count you a true ally — a life well-spent among the powerful.
Five named figures must have a regard of 50 or more toward you at the same time.
Checked at the end of every day.
A spouse's regard is set to the maximum on your wedding day, so marriage covers one of the five.
An Uncommon AgeYou reached your seventy-fifth year — exceptional even in a wealthy house, and rarer still among the poor.
Your age must reach 75.
Checked at the end of every day.
Not earnable in version 0.1.1. Every life plays the same world and ends at 62, or at 68 with Hardy, so this age is never reached.
The Physician's QuarterOwn an apothecary and a physician's practice at once — herbs supply the remedies; the sick have nowhere else to turn.
You must own an Apothecary and a Physician at the same time.
Checked at the end of every day.
Ironmaster's RowOwn both a smithy and a locksmith's workshop — your forge hammers the iron; your locks seal the quarter.
You must own a Smithy and a Locksmith at the same time.
Checked at the end of every day.
Thirty Years TogetherWed the same partner for a full thirty years — a bond that outlasted rivals, setbacks, and the march of age.
You must stay married to the same spouse for 30 years (11,700 days).
Checked at the end of every day.
Without Hardy you lose your spouse on your 55th birthday, so you would have to wed before age 25. With the Hardy trait the marriage is never broken, and a wedding by age 38 is enough.
A Finger in Every PieRun contraband for the Hush Trade and speculate on the Iron-Pence rate in the same life — two dangerous games, two chances to lose.
In the same life, complete a successful Hush Trade run and close an Iron-Pence position at a profit.
Checked at the end of every day.
A run that turns out to be a sting does not count. The exchange rate follows the same path every life: it climbs to its 115 ceiling around ages 25 to 31, sinks to its 85 floor around ages 33 to 37, and returns to 115 around ages 43 to 45.
The description only asks you to speculate on the Iron-Pence rate, but the game requires you to close a position at a profit.
The Settled HouseGuild-sworn, wed, and with an heir in the household — all three pillars of a life well-rooted in Corenveld.
You must be a trade-guild member, be married and have an heir born, all at the same time. The heir does not need to be grown.
Checked at the end of every day.
Your first heir arrives about a year after your wedding. Without Hardy you lose your spouse at 55, so have all three in place before then.
A Shadow in Your EarHush a scandal while standing ≥+40 with the Hush Trade — the network's contacts smoothed the way.
Pay the Watch a quiet word to cool your heat while your Hush Trade standing is 40 or more.
Unlocks the moment the quiet word is paid.
A strong Hush standing also makes the quiet word cheaper, by up to 40%.
From the Bench to the ChairStart a guild apprentice and earn the honorary warden's seat — the fellowship remembers who came up through the craft.
You must have started as a Guild Apprentice and be raised to the guild's honorary Warden seat. That needs two unbroken years (780 days) of membership and a commoner standing of 40, or 25 if Joran Corvane is your true ally.
Checked at the end of every day.
The Guild Apprentice joins the guild on day one, so the seat can come as early as your third year. Never let your purse run out of the 1-Bit daily dues, or the count starts over.
Coin Before CandlemasHold 2,000 Bits within your first three years — an early cushion most newcomers take far longer to scrape together.
You must hold 2,000 Bits or more in your purse before day 1,170 of your life, which is before you turn 21.
Checked at the end of every day.
Fast MoneyAmass 10,000 Bits within ten years — a fortune built at a pace few traders ever match.
You must hold 10,000 Bits or more in your purse before day 3,900 of your life, which is before you turn 28.
Checked at the end of every day.
Quick to ExpandOpen a second storefront within four and a half years — a merchant who doesn't sit still.
You must own two or more shops before day 1,755 of your life, which is halfway through the year you are 22.
Checked at the end of every day.
Magnate in a DecadeOwn four shops within twelve years — a quarter-spanning trade built while rivals are still finding their feet.
You must own four or more shops before day 4,680 of your life, which is before you turn 30.
Checked at the end of every day.
Each extra shop costs about 1,500 Bits more than the one before it.
The Youngest at the TableWin the Ward Alderman's seat within nine months of starting out — a meteoric entry into civic life.
You must hold the Ward Alderman seat, or any higher Board seat, before day 270 of your life.
Checked at the end of every day.
Swift to PowerRise to Board Senior within three years — real authority claimed while your name is still new.
You must hold the Board Senior seat, or Board Speaker, before day 1,170 of your life, which is before you turn 21.
Checked at the end of every day.
Prodigy of the CouncilsReach the capstone of any authority — Board Speaker, Chamberlain's Officer, or Charter-Keeper — within twelve years.
You must hold Board Speaker, Chamberlain's Officer or Charter-Keeper before day 4,680 of your life, which is before you turn 30.
Checked at the end of every day.
The Quarter's DarlingBecome beloved of the common quarter within four years — a public heart won faster than reputation usually allows.
Your commoner standing must be 60 or more before day 1,560 of your life (the end of your fourth year, age 21).
Checked at the end of every day. After day 1,559 it can no longer unlock that life.
The Quick study and Well-connected traits (the latter starts you 10 standing up) shorten the climb.
Rising StarHold a civic seat, a 'liked' standing, and two shops all at once within six years — a well-rounded climb with no wasted time.
Before day 2,340 (the end of your sixth year) you must at once hold a Board seat of Ward Alderman or higher, have commoner standing of 25 or more, and own at least two shops.
Checked at the end of every day. After day 2,339 it can no longer unlock that life.
Only a Board seat counts: a Crown or Secretariat seat does not satisfy it.
The description says any civic seat, but only a Board seat (Ward Alderman or higher) counts; Crown and Secretariat seats do not.
Body, Herb, and WaterOwn an apothecary, a bathhouse, and a physician's practice at once — from a handful of herbs to hot cisterns to the learned physician's art.
You must own at least one Apothecary, Bathhouse and Physician on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
Three StreamsDraw income from a civic office skim, a money-lending book, and a closed Iron-Pence speculation in one life — the three financial pillars beyond the till.
In one life you must have put money out on loan at least once, closed an Iron-Pence position at any profit, and held any civic seat (Board, Crown or Secretariat) at some point, even if you have since lost it.
Checked at the end of every day. A seat counts from the day after you first win it.
The description speaks of drawing income from an office skim and a loan book, but the game only checks that you have held a seat and lent money at least once this life; no skim or interest has to be collected.
A Golden AgeLive to sixty-eight while holding a civic seat and sitting on a purse of twenty thousand Bits — power and wealth enduring into a venerable age.
On a day when you are 68 or older you must hold at least 20,000 Bits in hand and currently sit in any civic seat (Ward Alderman or higher, Crown Factor or higher, or Archivist or higher).
Checked at the end of every day.
With Hardy your life ends on the very day you turn 68, so the purse and the seat must both be in place on your final day; a Secretariat rung is never taken from you once won, which makes it the safest seat to carry there.
Without the Hardy trait version 0.1.1 ends every life at 62, so this needs Hardy.
A Devoted HouseHave a spouse at your side, two grown heirs working the trade, and hold fast to the guild fellowship — all personal commitments honoured at their fullest.
On the same day you must be married, have two grown heirs set to work in your shops, and be a paid-up guild member.
Checked at the end of every day.
Heirs arrive one and two years after the wedding and come of age 16 years after birth, so marry at least 18 years before you want this; without Hardy a spouse in version 0.1.1 is lost at 55, so marry by about 36.
Long RootsOwn shops across four or more districts as a guild member for ten or more years — a merchant woven into the whole fabric of Corenveld's trade.
You must own shops in at least four of the five districts while having been an unbroken guild member for 10 years (3,900 days) or more.
Checked at the end of every day.
Leaving the guild, or being struck off for not having 1 Bit for the daily dues, restarts the 10-year clock; the Guild Apprentice background starts you as a member on day one.
When the Halvorn Lay StillSurvived the Frozen River — the Halvorn locked solid, river trade stopped, and Corenveld held its breath through winter's iron grip.
The game unlocks this on any day the Frozen River catastrophe is under way while you have a stake in the city (a shop, till earnings, a civic seat held, or money out on loan).
Checked at the end of every day.
Not earnable in version 0.1.1. Every life plays the same world and sees the same two catastrophes, a Quarter Riot at age 29 and the Long Dry Summer at age 37, so the Frozen River never comes.
The Fires of CorenveldOwn a chandlery, a peatyard, and a collier's yard at once — every hearth, forge, and bathhouse in the quarter draws its heat from your supply.
You must own at least one Chandlery, Peat-yard and Collier on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
From Loaf to CakeOwn a bakery and a confectioner's shop together — your oven turns the same flour into common bread for the dockside and fine cakes for Crown Hill.
You must own at least one Bakery and Confectioner on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
The Thirsty QuarterOwn a brewery, an ale-stall, and a vintner's shop at once — from grain-brewed ale to penny small-beer to Vothmark wine, every thirst in Corenveld runs through your cellar.
You must own at least one Brewery, Ale stall and Vintner on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
A Roof for Every PurseOwn both a proper inn and a dosshouse at once — fine lodgings for the merchants who can pay and cheap bunks for the labourers who cannot.
You must own at least one Inn and Dosshouse on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
From Grain to GentryOwn a gruel stall, a bakery, and a confectioner's shop at once — the same sack of grain that fills the poor's morning bowl becomes the flour for your loaves and the fine cake on a Crown Hill table.
You must own at least one Market stall, Bakery and Confectioner on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
The Forge Never Goes ColdOwn a smithy along with all three fuel trades — chandlery lamp-oil, peatyard cut turf, and collier charcoal. The forge-fire is never short of heat.
You must own at least one Smithy, Chandlery, Peat-yard and Collier on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
When the Old Quarter FellSurvived the Cellars Collapse — the ancient underground of the Old Quarter gave way and the city endured the long work of rebuilding.
The game unlocks this on any day the Cellars Collapse catastrophe is under way while you have a stake in the city (a shop, till earnings, a civic seat held, or money out on loan).
Checked at the end of every day.
Not earnable in version 0.1.1. Every life plays the same world and sees the same two catastrophes, a Quarter Riot at age 29 and the Long Dry Summer at age 37, so the Cellars Collapse never comes.
A Familiar ShadowComplete six successful Hush Trade runs in one life — the Trade's fixers no longer ask your name before they open the door.
Six Hush Trade runs must have gone through this life; a run that turns out to be a Watch sting and lands you in a cell does not count.
Checked at the end of every day.
The Outlaw trait makes offers come more often and halves the chance a run is a sting.
Elder of the FellowshipRemain a paid-up guild member for twenty years — a generation of dues, meetings, and solidarity that few merchants sustain for long.
You must have been an unbroken guild member for 20 years (7,800 days) and have a stake in the city: a shop, till earnings, a civic seat held, or money out on loan.
Checked at the end of every day.
Leaving the guild, or being struck off for not having 1 Bit for the daily dues, restarts the clock; the Guild Apprentice background is a member from day one, and anyone else must join by about age 42.
Playing Two TablesHold a civic seat while running an open Iron-Pence currency position — the council chamber in the day, the exchange floor in the evening.
You must hold any civic seat (Ward Alderman or higher, Crown Factor or higher, or Archivist or higher) while you have Iron-Pence bought and not yet sold.
Checked at the end of every day.
Any amount of Iron-Pence counts; you need not sell at a profit.
The Old GuardHold a civic capstone seat — Board Speaker, Chamberlain's Officer, or Charter-Keeper — past your sixty-fifth year. Rivals expected you to fall; you did not.
At age 65 or older you must currently hold Board Speaker, Chamberlain's Officer or Charter-Keeper.
Checked at the end of every day.
In version 0.1.1 every life ends at 62, so you must pick the Hardy trait (life ends at 68) to reach 65 at all. Charter-Keeper is never challenged, so it is the easiest capstone to keep that long.
A Settled HouseWed while already holding the capstone of a civic authority — you reached the height of power and still found time to build a hearth.
You must be married on a day when you hold Board Speaker, Chamberlain's Officer or Charter-Keeper; the order does not matter.
Checked at the end of every day.
Without Hardy a spouse in version 0.1.1 is lost at 55; you may remarry.
The description says you must wed after reaching the capstone, but being married while you hold one is enough, whichever came first.
Faith and the CharterRise to Charter-Keeper while holding meaningful Tordrim standing — the record-keeper's merit and the temple's blessing, both earned in one life.
You must hold Charter-Keeper while your Tordrim standing is 20 or more.
Checked at the end of every day.
Faction standing fades about 2% a month and gifts to the Hush Trade or Vothmark cool Tordrim, so top it up before you win the seat.
The Fellow's FortuneBelong to the trade-guild fellowship while owning six or more businesses — the community of craft and the empire of trade, both at their height at the same time.
You must be a paid-up guild member and own six or more shops on the same day.
Checked at the end of every day.
The Elder of TradeOwn four or more businesses past your sixty-fifth year — still expanding when most men have long since retired to their counting-room chair.
At age 65 or older you must own four or more shops.
Checked at the end of every day.
In version 0.1.1 every life ends at 62, so you must pick the Hardy trait (life ends at 68) to reach 65 at all.
The Grand WagerClose a single Iron-Pence currency position at a profit of five thousand Bits or more — a very large gamble on the floating rate that paid off handsomely.
A single sale of your Iron-Pence must return at least 5,000 Bits more than you paid for that position.
Unlocks the moment you sell the position.
You get back only what the city can pay, so a very large position can return less than its quoted value.
House and CommerceBe wed and own six or more businesses at the same time — a settled house and a sprawling trade empire under the same roof.
You must be married and own six or more shops on the same day.
Checked at the end of every day.
Without Hardy a spouse in version 0.1.1 is lost at 55; you may remarry.
Voice of the FaithEarn Tordrim standing of seventy-five or more — deeply trusted by the temple, regardless of the path that brought you there.
Your standing with Tordrim must reach 75 or more.
Checked at the end of every day.
Gifts to the Hush Trade cool Tordrim by a fifth of the gain and gifts to Vothmark by a tenth, and all standing fades about 2% a month.
The Lamp That Lights the QuarterOwn a Chandlery that feeds synergy to three or more of your other businesses at the same time — the lamp-oil flows to every trade you run.
You must own a Chandlery plus at least three different trades it supplies: Bakery, Chapel, Fishery, Smithy, Tailor or Bathhouse. Several shops of the same trade count once.
Checked at the end of every day.
Only the plain Tailor counts; a Fine tailor does not.
Friend to Every BannerHold standing of thirty or more with every faction simultaneously — Calvendris, Vothmark, Holdarn, Tordrim, and the Hush Trade all count you a friend.
Your standing must be 30 or more with Calvendris, Vothmark, Holdarn, Tordrim and the Hush Trade on the same day.
Checked at the end of every day.
Gaining with the Hush Trade cools Calvendris by 30% and Tordrim by 20% of the gain, and gaining with Calvendris or Tordrim cools the Hush Trade by 30%, so overshoot each camp and finish with a top-up.
The Quarter Knows Your NameHave every named figure in Corenveld count you a true ally at the same time — rivals, officials, the guild warden, and the temple elder alike.
All eleven named figures must have regard of 50 or more for you on the same day.
Checked at the end of every day.
Regard fades over time, so the first friends you make need topping up while you win the last.
Trade and Speculation BothClose a profitable Iron-Pence position while running five or more businesses at the same time — wealth through commerce and through the exchange floor.
You must sell an Iron-Pence position for more than you paid while owning five or more shops.
Unlocks the moment you sell the position.
Any profit, even 1 Bit, counts.
A Household and an EmpireHave two grown heirs working the trade beside you and own eight businesses at the same time — dynasty and empire both at their fullest.
You must have two grown heirs set to work in your shops and own eight or more shops on the same day.
Checked at the end of every day.
Heirs arrive one and two years after the wedding and come of age 16 years after birth, so the second can start work 18 years after you marry.
A Bed for Every PurseOwn an Inn, a Dosshouse, and a Tavern all at once — fine lodgings for the gentry, cheap beds for the poor, and a place to drink for all.
You must own at least one Inn, Dosshouse and Tavern on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
The Docks' ProviderOwn a Market Stall, a Bakery, and an Alestall all at once — every staple the working docks need, all under your name.
You must own at least one Market stall, Bakery and Ale stall on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
Fortune's ElderAmass twenty-five thousand Bits and live past sixty-five — wealth that kept you fed, housed, and healthy well into old age.
At age 65 or older you must hold at least 25,000 Bits in hand; money out on loan or in Iron-Pence does not count.
Checked at the end of every day.
In version 0.1.1 every life ends at 62, so you must pick the Hardy trait (life ends at 68) to reach 65 at all.
A Lifelong HouseBe wed and still living past sixty-five — the house built in youth endured long into the evening of a life.
You must be married on a day when you are 65 or older.
Checked at the end of every day.
In version 0.1.1 every life ends at 62, so you must pick the Hardy trait (life ends at 68) to reach 65 at all.
Cloth and Clean WaterOwn a Fine Tailor's workshop and a Bathhouse at once — dressed well and kept clean, the merchant who lives above the docks.
You must own at least one Fine tailor and Bathhouse on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
A Known Face in the TradeTake a Hush Trade run while the fence is a true ally — a trusted name among the network's fixers, the Watch no longer quite so sharp-eyed.
You must complete a Hush Trade run while Ulvar Stenn, the dockside fence, has regard of 50 or more for you; a run that turns out to be a Watch sting does not count.
Unlocks the moment the run succeeds.
An allied fence also makes a sting less likely.
A Name the Watch RespectsEarn the Ward Nightwatch captain's alliance — a life lived clean enough that even the Watch calls you a friend.
Maret Voss, the Ward Nightwatch captain, must have regard of 50 or more for you.
Checked at the end of every day.
The description suggests a clean life is needed, but the game only checks her regard; a criminal record does not block it.
When the Wells Ran DrySurvived the Long Dry Summer — the river dwindled, the wells ran low, the harvest failed, and Corenveld endured until the rains returned.
The game unlocks this on any day the Long Dry Summer is under way while you have a stake in the city (a shop, till earnings, a civic seat held, or money out on loan). In version 0.1.1 it always begins on day 7,631 of a life (age 37) and lasts 45 days.
Checked at the end of every day.
Own a shop, hold a seat or have money out on loan by age 37 and it comes on its own.
The description says you must survive until the rains return, but it unlocks on the first day of the drought if you have a stake in the city.
Physician and FineryOwn a Physician's surgery and an Outfitter at once — medicine for the body and finery for the station, the full gentry service under one name.
You must own at least one Physician and Outfitter on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
The Three Pillars of the PoorOwn a Market Stall, a Dosshouse, and a Peatyard at once — gruel, a bed, and a warm hearth: the three bare necessities of the poor districts, all yours.
You must own at least one Market stall, Dosshouse and Peat-yard on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
The Greying ShadeComplete six Hush Trade runs and live past fifty — a career in the network's shadows long enough to show grey at the temples.
Six Hush Trade runs must have gone through this life and you must be 50 or older; runs that end as a Watch sting do not count.
Checked at the end of every day.
The Chapel and the CureOwn a Chapel and an Apothecary at once — prayer and herbs, the twin remedies Corenveld's faithful have always turned to when medicine failed.
You must own at least one Chapel and Apothecary on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
All Four WellsOwn a Chapel, an Apothecary, a Physician's surgery, and a Bathhouse at once — the full arc of healing: faith, herbs, medicine, and clean water.
You must own at least one Chapel, Apothecary, Physician and Bathhouse on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
A Pupil of the AcademyTrain a shop's crew while Sera Lanval the Academy lecturer is your true ally — her favour brings skilled masters to your floor at a better rate, and your crew is the sharper for it.
You must pay to train a shop's crew while Sera Lanval has regard of 50 or more for you; the training then costs 20% less.
Unlocks the moment the training is paid for.
The shop must have hired staff who are not already fully trained, or training is refused.
The Spirit and the FellowshipOwn a Chapel and a Guildhall at once — faith and trade-solidarity kept under one name; the two institutions that bind Corenveld's community beyond coin.
You must own at least one Chapel and Guildhall on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
All the Commons NeedOwn a Market Stall, an Alestall, a Dosshouse, and a Peatyard at once — gruel, small beer, a bunk, and peat for the hearth: the full palette of what the working poor need each day.
You must own at least one Market stall, Ale stall, Dosshouse and Peat-yard on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
Forge and FellowshipOwn a Smithy and a Guildhall at once — the craftsmen's forge and the trade fellowship that brings them their commissions, both under one name in Corenveld.
You must own at least one Smithy and Guildhall on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
Peat and CharcoalOwn a Peatyard and a Collier's yard at once — the two solid fuels that keep the poor wards' hearths burning when lamp-oil is beyond their means.
You must own at least one Peat-yard and Collier on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.
Cloth and CutOwn a Finetailor's workshop and an Outfitter at once — tailored cloth and status dress, both reaching for the gentry's coin and the look of standing.
You must own at least one Fine tailor and Outfitter on the same day; how many of each, where, or whether they turn a profit does not matter.
Checked at the end of every day.
Every trade can be bought or refitted into, so the set only has to be in your hands at the end of one day.