NPC Roles
NPC roles in Wanderfolk are the 37+ distinct occupations that determine an NPC’s daily routine, trade inventory, combat stats, job offerings, and gossip influence weight. Roles are grouped into village, military, and specialist categories, each with unique gameplay implications.
Village Roles
These are the everyday NPCs that keep villages running.
| Role | Description | Offers Jobs | Sells Items |
|---|---|---|---|
| Farmer | Tends crops, harvests fields | Yes — fieldwork | Seeds, produce |
| Farmhand | Assists the farmer | No | — |
| Shopkeeper | Runs the general store | No | General goods, food, tools |
| Merchant | Traveling or specialist trader | No | Specialty goods |
| Blacksmith | Forges tools and weapons | Yes — forge work | Weapons, tools, metal goods |
| Baker | Bakes bread and pastries | No | Baked goods |
| Brewer | Makes ale and spirits | No | Drinks |
| Innkeeper | Runs the tavern | No | Food, drink, rooms |
| Barkeep | Serves drinks, shares gossip | No | Drinks |
| Barmaid | Works at the tavern | No | — |
| Herbalist | Gathers and sells herbs | No | Herbs, potions |
| Candlemaker | Crafts candles and wax goods | No | Candles |
| Villager | General resident | No | — |
| Elder | Village leader, highest influence | No | — |
| Priest | Tends the temple, offers blessings | No | Holy items |
| Gardener | Maintains village gardens | No | — |
| Stablehand | Cares for animals | No | — |
| Performer | Entertains at taverns and gatherings | No | — |
| Child | Roams the village, plays with animals | No | — |
Key Village NPCs
Elders have the highest influence in the gossip network (2x weight). Impressing the elder spreads good reputation faster. Angering the elder can lead to unilateral banishment if your reputation with them drops below -90.
Shopkeepers are central figures (1.5x influence weight) and your primary source of supplies. Their prices adjust based on your reputation — see trading for price modifier details.
Blacksmiths offer the best-paying jobs and sell weapons. Building reputation with them unlocks apprentice work at +50 rep for 50 gold per job.
Children roam villages naturally — wandering between buildings, playing with nearby animals, and heading indoors at bedtime. Orphaned children can be adopted through sustained conversation. All child dialogue uses age-appropriate responses.
Military Roles
These NPCs handle village defense and warfare.
| Role | Description | Combat Stats |
|---|---|---|
| Warrior | Front-line fighter | 140 HP, 20 damage |
| Shieldmaiden | Defensive fighter | 150 HP, 18 damage |
| Warchief | Military leader | 160 HP, 22 damage |
| Guard | Village perimeter patrol | 130 HP, 16 damage |
| Captain | Guard commander | 145 HP, 19 damage |
| Scout | Reconnaissance, fast movement | 90 HP, 16 damage |
| Temple Guard | Protects sacred sites | 120 HP, 14 damage |
Military NPCs can be recruited as companions for boss fights and dungeon runs once you’ve built enough reputation. Their culture’s aggression rating affects their combat effectiveness — Cragborn warriors are 16% stronger than baseline.
Specialist Roles
These rare roles appear in larger villages or specific biome cultures.
| Role | Description | Found In |
|---|---|---|
| Enchanter | Magical item enhancement | Large+ villages |
| Archivist | Keeps village records and lore | Ancient Ruins villages |
| Scribe | Writes and copies documents | Large+ villages |
| Guildmaster | Leads the trade guild | Cities only |
| Fisher | Catches fish | Coast, River Delta villages |
| Weaver | Makes cloth and textiles | Various |
| Navigator | Guides travelers | Coast villages |
| Prospector | Finds ore deposits | Mountain, Crystal Caves villages |
| Lord | Rules a city | Cities only |
| Steward | Manages city affairs | Cities only |
| Bishop | Senior religious leader | Cities only |
NPC Daily Schedules
NPCs follow daily routines based on their role and the time of day:
- Dawn (5–7 AM) — wake up, leave home
- Morning (7 AM – 12 PM) — work at their station
- Midday (12–1 PM) — break, eat, socialize
- Afternoon (1–6 PM) — resume work
- Dusk (6–9 PM) — finish work, visit tavern or head home
- Night (9 PM – 5 AM) — sleep (except guards, barkeeps)
You can find NPCs at predictable locations during their work hours — the blacksmith at the forge, the farmer in the fields, the shopkeeper at the store.
Related Articles
- Reputation System — how your standing with each role affects prices and access
- Gossip Network — influence weights by role and how information spreads
- Companions — recruiting military NPCs for combat
- Villages & Cultures — how culture modifies NPC behavior and combat stats
- Emergent Quests — how NPC relationships generate dynamic quest opportunities
- Day-Night Cycle — time phases that drive NPC daily schedules