System mechanic — not covered elsewhere
The Citizen Journal
24 named locals, each with their own requests, their own unfolding story, and their own opinion of you
City Hall keeps a Citizen Journal — a running record of every named local you can meet and your standing with each of them individually. It isn't a single, generic "reputation" number: every one of the 24 citizens tracks their own relationship level, their own request history, and eventually opens up their own personal life story the more you help them.
Requests: cash, an item, or a kill
A citizen periodically has a request — hand over a specific item (from a pool spanning raw materials like wood and iron up through monster parts like fangs and rotten flesh), hand over a flat amount of cash, or go kill a specific kind of creature. Fulfilling one pays a cash reward that grows with how many favors you've already done for that citizen, raises your relationship level with them by one full step (on top of the relationship's normal, slower pace from just talking), and earns friendship tokens — the currency the Favor Shop runs on. A citizen you've helped three times, then seven times, unlocks two deeper tiers of their personal story, revealed a little further with each milestone.
The Favor Shop
Friendship tokens — also handed out by the weekly and monthly login streak — are spent at a dedicated shop distinct from anywhere else in the game — furniture, two complete cosmetic outfits (a hat, top, and bottom apiece, each purchasable once), and a repeatable "Community Care Package" that simply hands back a flat amount of cash for tokens, for when you'd rather cash out than decorate. Every item's flavour text keeps to the same theme: things stitched, built, or chipped in for by the town itself, in thanks for what you've done for its people.
Feeding into settlement loyalty
If the citizen you just helped happens to be standing inside a settlement you hold, the favor also counts toward that settlement's loyalty track — five favors per loyalty point, the same gentler, parallel path to loyalty documented on the Settlements page. The game tells you exactly how close the next loyalty step is every time a favor doesn't quite reach it.
A citizen's own opinion of your factions
Beyond their personal requests, a citizen also comments on your standing with the game's various factions — a one-line remark that shifts as your reputation with that citizen's assigned faction rises or falls, purely as flavour rather than a mechanical effect of its own. It's a small, easy-to-miss detail: the same wandering line of dialogue reads completely differently to a player the Bounty Hunters Guild trusts than to one it's actively hunting.
A quiet system hidden underneath the requests
A separate, unlisted system called The Errand watches these same favours for something the journal itself never shows: whether you genuinely could not have satisfied a request the instant it was spoken, and went and got what was needed anyway.
Version history
- The Citizen Journal introduced, housed in City Hall specifically because it already keeps the city's public records — the natural place to find it without having had to already meet anyone in person first.
- The Favor Shop's furniture selection doubled, after growing stale while the game's separate real-estate furniture store had already doubled its own range — two more token-only pieces added, keeping the same "the town chipped in" flavour and pattern as the original pair.
- A second cosmetic outfit added, for the same reason — the Favor Shop's wearable reward hadn't grown since its original hat/top/bottom set, even as the furniture side kept expanding around it.
Trivia
- The Citizen Journal, the Trophy Room, and the Bestiary all live in City Hall for the identical stated reason — it's where a city would plausibly keep public records of any of the three.
- A citizen's kill-target requests draw from a short pool of nine creatures — mundane threats like wolves and zombies alongside stranger ones like cannibals and wizards — most of which also appear among the much larger target list bounty contracts draw from.