An invader half again your strength broke on your city and went home with nothing.
One named commander held a city against twice its garrison’s strength.
You went to war for a neighbour who could not defend itself, and it survived.
A warrior bearing a legendary artifact ended two realms within one age.
A child passed over at the ballot, or that child’s line, took the house’s seat back.
Your champion, the lesser fighter, won the duel that ended a war.
The Great Horde reached your borders and left without a city of yours.
Reduced to one city after holding four, the house won back all it had lost before the age turned.
Three ages without declaring a war while the known world burned, and never conquered.
Nine hearth answers of one disposition across three ages, and three heirs who grew the trait.
You finished a wonder within three turns of a rival who had laid four fifths of it.
One house, five ages, and an heir of age waiting at every crowning.
Found your first city.
See a marriage made in your house.
Raise a child of your house to adulthood.
Carry your house through an age jump with a ruler still on the throne.
Win a champion duel.
End a war by truce.
Seat a Cadet Line claimant at your council.
Carry the Last Night's choice across an age.
Hold five cities at once.
Complete a world wonder.
Reach the Modern age with your founding house still ruling.
Win the challenge "The Last of the Line": your founding house still rules when the next age begins.
Win the challenge "Beset on All Sides": when the next age begins, you still hold your capital and at least as many cities as you began with.
Win the challenge "The Divided Inheritance": bring the cousins' realm back under your crown.
Win the challenge "A Long Road": reach the Medieval age (your realm or the world) with your founding house still on the throne.
Win the challenge "The Oath of Ink": reach the next age with the oath unbroken and your realm standing.