NPCs & Dialogue
An NPC is a character, not a mob. Every villager-grade NPC is rolled with a gender, age, backstory, personality and a set of skills — someone you can talk to, win over, and eventually bring under your banner.
Who they are
Each NPC is generated with:
- A gender and an age.
- A backstory and a personality — shy, stubborn, grumpy, friendly, jolly or suspicious.
- A set of skills that shape how well they do their work.
They wear their faction's color as a tinted tabard, with a two-line nameplate — the faction name above their own.
Branching dialogue
Right-click an NPC and a branching conversation opens. What they'll say to you depends on their personality, their traits, how your factions stand, the time of day, and things they remember about you. Lines arrive with classic typewriter text and timed choices, and some conversations vary their phrasing each time so they never feel canned.
The relationship you build
Every NPC keeps a private opinion of you, from estranged (−100) to devoted (+100), and every choice you make nudges it.
| Standing | What happens |
|---|---|
| Deep mistrust | They refuse to talk and shout insults when you come near. |
| Earned trust | They become willing to join your faction. |
Some conversations are one-time lore; others are everyday small talk you can return to.
The tabard, the two-line nameplate, and trait reveals through conversation all serve one idea: an NPC is a character you build a relationship with, then bring under your banner. The cast of conversations keeps growing.