Villages & Cultures

Villages in Wanderfolk are procedurally generated settlements, each with a unique layout, population, and one of 8 distinct cultures determined by their biome. Culture shapes how NPCs behave, what they value, what offends them, and how aggressively they respond to threats.

Village Sizes

Villages come in four tiers based on population and building count:

TierPopulationBuildingsTerritory Radius
Small5–10 NPCs4–83 chunks
Medium11–20 NPCs9–145 chunks
Large21–35 NPCs15–228 chunks
City36+ NPCs23+12 chunks

Larger villages have more specialized buildings, more NPC roles, and stronger defenses. Cities are rare and serve as major trade hubs. See Population & Growth for how villages move between tiers.

Building Types

Villages can contain these building types depending on their size and culture:

  • Shop — general goods, run by shopkeeper
  • House — NPC residences
  • Tavern — food, drink, and gossip, run by barkeep/barmaid
  • Blacksmith — tools and weapons, run by blacksmith
  • Farm — food production, run by farmer/farmhand
  • Temple — blessings and healing, run by priest
  • Well — water source
  • Bonfire — community gathering point, light source

Larger villages unlock additional building types like granaries, bakeries, breweries, barracks, stables, and great halls.

The 8 Cultures

Each village belongs to one of 8 cultures, determined by the biome it’s built in. Culture affects NPC personality, dialogue, military behavior, and social norms.


Meadowfolk

Biome: Meadow

The warm-hearted people of the grasslands. Meadowfolk are the friendliest culture in the game, valuing community and celebration above all.

TraitValue
Friendliness8
Stoicism3
Humor7
Aggression1

Religion: The Green Mother (harvest goddess)

Values: Community, generosity, celebration, hospitality

Taboos: Wasting food, refusing hospitality, harming songbirds


Hearthborn

Biome: Farmland

Practical farmers who believe in honest work and keeping your word. Hearthborn villages are well-organized with productive farms and tight-knit families.

TraitValue
Friendliness7
Stoicism4
Humor6
Aggression2

Religion: The Harvest Twins (Brother Sun & Sister Rain)

Values: Hard work, honesty, family, self-reliance

Taboos: Idleness, breaking handshake deals, letting fields lie fallow


Woodwardens

Biome: Dense Forest

Reclusive forest-dwellers who guard the old trees. Woodwardens are cautious and slow to trust outsiders, but fiercely loyal once befriended.

TraitValue
Friendliness4
Stoicism6
Humor3
Aggression3

Religion: Animist tree spirits

Values: Vigilance, respect for nature, self-sufficiency, patience

Taboos: Felling marked elder trees, loud speaking after dark, breaking promises


Cragborn

Biome: Mountains

Hardy mountain folk who live by strength and honor. The most aggressive culture — Cragborn warriors are formidable fighters and their villages are well-fortified. Their high aggression rating gives them the strongest base military power of any culture.

TraitValue
Friendliness3
Stoicism8
Humor4
Aggression7

Religion: The Stone Fathers (ancestor mountains)

Values: Strength, endurance, clan loyalty, keeping oaths

Taboos: Breaking oaths, showing weakness, abandoning kin


Sunsworn

Biome: Desert

Desert survivors bound by sacred hospitality. Sunsworn treat water as precious and guests as honored.

TraitValue
Friendliness6
Stoicism7
Humor5
Aggression3

Religion: Path of the Sun

Values: Hospitality as sacred duty, patience, resourcefulness, endurance

Taboos: Refusing water to a traveler, wasting resources, traveling at midday without cause


Tidefolk

Biome: Coast

Jolly seafarers with a love for stories and laughter. The most humorous culture, always ready with a tale or a song.

TraitValue
Friendliness7
Stoicism3
Humor8
Aggression2

Religion: Tide Mother (sea goddess)

Values: Storytelling, adaptability, community, good humor

Taboos: Boasting before a catch, turning away drowning souls, speaking ill of the sea


Deltaborn

Biome: River Delta

Pragmatic river traders who adapt to change like water. Deltaborn villages are prosperous trading hubs where fair deals are expected.

TraitValue
Friendliness7
Stoicism4
Humor6
Aggression2

Religion: River Spirit (flowing consciousness)

Values: Adaptability, communal sharing, pragmatism, trade

Taboos: Polluting the river, hoarding during floods, unfair trade


Relic Keepers

Biome: Ancient Ruins

Scholarly guardians of ancient knowledge. Relic Keepers are cautious and methodical, studying the ruins they’ve built their villages around.

TraitValue
Friendliness5
Stoicism5
Humor4
Aggression3

Religion: The Old Way (Builders worship)

Values: Knowledge, preservation, caution, scholarship

Taboos: Destroying ancient structures, selling relics to outsiders, entering sealed chambers alone

  • Biomes — the 14 terrain types that determine which culture settles where
  • Reputation — how your standing with individual NPCs and villages works
  • Military System — how culture aggression drives military power calculations
  • Trading — reputation-based price modifiers when buying and selling
  • Building Interiors — biome-cultural styling inside village buildings