Villages

GUIDEVILLAGES

Villages are small towns of friendly folk scattered across every land. Each has an inn, a square with a well and a notice board, and villagers who trade with you, fight off night creatures and ask for your help. Every land builds its villages in its own style, and its folk have their own names.

CONTENTS
  1. Finding a village
  2. The villages of each land
  3. Who lives in a village
  4. The inn
  5. Guards and fighting
  6. Village quests and Standing
  7. Tips

Finding a village

Villages are part of the seeded world, so the same seed always has the same villages in the same places. When you walk into one, its name appears at the top of the screen with the land it belongs to (for example "A TUNDRA VILLAGE"). The map shows each village you have found, its trades and how many folk live there.

Every village is built round a square. In the square you will find the well, the land's own landmark, the trader's stall, benches, lanterns and the notice board for Village Quests.

The villages of each land

LandIts folkHow the houses look
The WoodsWoodland villagers: farmers, bakers, foresters and foragersLog walls under wooden shingle roofs. Village names like Thimblebrook or Acornhollow.
The Rocky HighlandsThe Ironwrights: miners, shepherds and knittersMining towns of split blue slate held with iron plates, tall leaded windows, oak doors banded with black iron and a lantern beside each, slate roofs with tall stone chimneys.
The TundraThe Hearthfolk: woodcutters, ice fishers and woolworkersRed-painted plank cottages with white trim, green shutters and doors with a heart cut out, turf roofs under deep snow, stone chimneys. The village has a hot spring.
The DesertThe Glassblowers: caravaners, glassblowers and weaversWhite lime-washed walls with turquoise trim and blue-and-white tiles, round stained-glass windows that glow after dark, flat roof terraces behind parapets.
The Haunted WoodThe Lanternwrights: lamplighters and glasswrightsPale birch boards under plum beams carved with moons, round spirit-glass windows, arched plum doors, scaled plum roofs with a little lantern under the eave.

The building kits you can use yourself match these looks: the slate kit is the Ironwrights', the Hearth kit the Hearthfolk's, the adobe kit the Glassblowers' and the dusk kit the Lanternwrights'. See Building.

All villagers share the Wanderer's shape and face; only their clothes, hair and hats change. Each land has four outfits, and each trade wears one of them, so you can often tell a smith or a cook by their clothes.

Villagers' names

Each land has its own list of 18 names:

  • The Woods: Pip, Fern, Hazel, Bramble, Tansy, Rowan, Basil, Clover, Juniper, Moss, Wren, Bram, Sorrel, Thistle, Burdock, Acorn, Nutmeg, Poppy.
  • The Rocky Highlands: Agna, Brann, Hilde, Torvi, Edda, Gunn, Sten, Rolf, Inga, Kell, Mora, Dag, Brisa, Halvar, Sigga, Ulf, Ylva, Bodil.
  • The Tundra: Ilsa, Nils, Sanna, Oskar, Frida, Tove, Lumi, Aksel, Liv, Halla, Eino, Saga, Tuva, Rune, Mette, Kari, Elin, Pelle.
  • The Desert: Amun, Zara, Sefa, Rami, Tamsin, Kesh, Nadi, Oasa, Faro, Lira, Suri, Badr, Ismet, Ghada, Hamza, Noor, Tarik, Yara.
  • The Haunted Wood: Ash, Vesper, Morrow, Wisp, Hollis, Nyx, Corvin, Sable, Ember, Lune, Grim, Dusk, Moth, Tallow, Raven, Hush, Candle, Pale Pete.

Who lives in a village

Each house belongs to someone. The biggest house is always the inn. The other houses go, in this order, to the trader, the elder, the cook and the smith, then sometimes a fortune teller, and the rest are homes. In the Haunted Wood every village has a fortune teller (fourth in line, before the cook); elsewhere fewer than half do. A small village with few houses may be missing the trades at the end of the list.

VillagerTheir stallWhat they do
TraderGeneral GoodsSells the land's materials, seeds, a Pack charm, a Threat Finder and a Spirit Gem. Buys most materials.
SmithThe SmithySells weapons, coats, arrows, ingots and ore. Buys ore, wood, stone and gear. Mends your gear (the MEND tab).
CookThe KitchenSells the land's dishes and cooking ingredients. Buys food, crops, wild plants and smaller fish.
InnkeeperThe InnSells flower tea and dishes, and a room for the night (the ROOM tab).
FisherTackle & FishSells fishing rods, fish, pearls and Angler charms. Buys fish, fish bones, pearls and rods.
Fortune TellerFortunesSells Spirit Gems, readings, charms and fibers. Buys readings, Spirit Gems, fibers and charms.
ElderNoneAsks for help with village quests.
GuardNoneKeeps watch and fights night creatures.
Villager, childNoneLive in the homes. A home's grown-up is a fisher about half the time.

Walk up to a villager with a trade and press E to open their stall. See Traders for prices, stock and selling. Farmers and ranchers who live on your own land are Tenants, not villagers.

Villagers keep a day: they work, wander, chat and go home to bed at night.

The inn

The inn is the biggest house in every village, with a sign by its door. It has two beds to let and a counter where the innkeeper stands.

  • The innkeeper's ROOM tab sells A Room for Tonight for 12 spirits' worth. Once it's paid for, either bed in the inn is yours until the next morning.
  • Sleeping in it from dusk lets you wake at dawn rested and healed, safe from what walks outside. See Sleep.
  • Without a room, the inn's beds tell you to ask the innkeeper, and villagers' own beds are not yours to use.
  • At WELCOME Standing or higher, a room at that village's inn is kept for you every night for free.

Guards and fighting

Every village has one guard, and 3 villages in 5 have a second. When night creatures come into a village, the villagers who can fight take them on with the same weapons and swings as the Wanderer. Elders, fortune tellers and children do not fight.

LandGuards carryMetal of villagers' weapons
The WoodsSwordStone
The Rocky HighlandsGreatswordBronze
The TundraDaggersIron
The DesertSwordSteel
The Haunted WoodGreatswordEndurium

The smith fights with a War Hammer. Traders, cooks, fishers, innkeepers and other villagers carry a Sword (6 in 10) or Daggers. Guards are the toughest and hit hardest, then the smith.

In a village where your Standing is TRUSTED or HERO, the guards have 50% more health and deal 50% more damage. In online play this follows the highest Standing among the players near the village.

Village quests and Standing

Each village keeps its own Standing with you, from STRANGER up to HERO. You raise it by doing Village Quests: notices on the board in the square, and requests villagers ask you in person. A higher Standing makes the stalls better, gives you a room at the inn, makes the village grow (Town Growth) and pays Keepsakes for some quests.

Village quests, Standing and keepsakes are only in the desktop and Android apps. In the browser versions of the game the notice board can't be used and villagers don't ask for help, but the stalls and the inn work as normal.

Tips

  • A village is a safe place to spend the night: its guards fight with you, and a room at the inn costs only 12 spirits' worth.
  • Each land's stalls sell that land's own materials, so a far village is the easiest way to get materials for the next metal tier.
  • Visit the smith before a long trip to mend all your gear at once.
In online play, the village is the same for everyone in the room. Village quests work in a room when every player in it is using one of the apps: a quest any player takes belongs to the whole party, everyone sees what it puts in the world, and everyone who helped gets the rewards and the Standing. Each player keeps their own Standing, but the village grows to match the highest Standing of the players near it.

See also