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
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
| Land | Its folk | How the houses look |
|---|---|---|
| The Woods | Woodland villagers: farmers, bakers, foresters and foragers | Log walls under wooden shingle roofs. Village names like Thimblebrook or Acornhollow. |
| The Rocky Highlands | The Ironwrights: miners, shepherds and knitters | Mining 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 Tundra | The Hearthfolk: woodcutters, ice fishers and woolworkers | Red-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 Desert | The Glassblowers: caravaners, glassblowers and weavers | White 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 Wood | The Lanternwrights: lamplighters and glasswrights | Pale 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.
| Villager | Their stall | What they do |
|---|---|---|
| Trader | General Goods | Sells the land's materials, seeds, a Pack charm, a Threat Finder and a Spirit Gem. Buys most materials. |
| Smith | The Smithy | Sells weapons, coats, arrows, ingots and ore. Buys ore, wood, stone and gear. Mends your gear (the MEND tab). |
| Cook | The Kitchen | Sells the land's dishes and cooking ingredients. Buys food, crops, wild plants and smaller fish. |
| Innkeeper | The Inn | Sells flower tea and dishes, and a room for the night (the ROOM tab). |
| Fisher | Tackle & Fish | Sells fishing rods, fish, pearls and Angler charms. Buys fish, fish bones, pearls and rods. |
| Fortune Teller | Fortunes | Sells Spirit Gems, readings, charms and fibers. Buys readings, Spirit Gems, fibers and charms. |
| Elder | None | Asks for help with village quests. |
| Guard | None | Keeps watch and fights night creatures. |
| Villager, child | None | Live 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.
| Land | Guards carry | Metal of villagers' weapons |
|---|---|---|
| The Woods | Sword | Stone |
| The Rocky Highlands | Greatsword | Bronze |
| The Tundra | Daggers | Iron |
| The Desert | Sword | Steel |
| The Haunted Wood | Greatsword | Endurium |
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.
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.