Recruitment
When a dungeon NPC is recruited, it leaves its place in the room and joins your party. From that point, it travels wherever the player travels. Carrying a companion is a real commitment: they have needs, opinions, and combat capability of their own. They can be sent into adjacent rooms to explore ahead, and they can be told to wait in a room when the arrangement is no longer useful.
Loyalty and Charisma
Loyalty gates recruitment. Charisma shapes first impressions and rewards: low Charisma starts meetings colder and reduces loyalty gains, while high Charisma starts them warmer and increases gains from completed quests and mini-quests.
Quest State
Contracts belong to the player, so two players can hold different progress with the same giver. Active and ready contracts appear in the journal. A completed contract starts a 30-turn cooldown for that giver. A player may abandon active work and ask an ordinary giver for a new offer.
Contract Deadlines
An ordinary contract must be returned within a time limit. The limit is 300 turns. A kill contract adds 2.5 turns for each point of the target's health (up to 300) and 60 turns for each creature beyond the first, and a fetch contract adds 40 turns for each point of the item's rarity. No contract allows more than 900 turns. Time away from the dungeon counts, and region travel costs 24 turns for each day of the journey. The journal gives the turn to return by, matching the turn headings in the log.
Missed Deadlines
A contract still open when its limit passes fails, whether the work is unfinished or finished and not yet handed in. The giver loses 15 loyalty toward you and offers work again as usual, with no cooldown. If the giver is in the dungeon you are in, the loss is immediate. Otherwise it lands the next time you speak to them. A giver who dies causes no loss. Contracts that belong to a story have no time limit.
Staying Put
A giver who holds one of your contracts stays where they are, including while you are away from the dungeon.
Quest Narratives
When a player asks an NPC for work, the NPC opens with a short passage of flavour text before presenting the objective. A hermit asks differently than an outlaw; an emissary differently than a wanderer. The narrative is there to give context, not to direct what the player must do.
Kill-Fetch Quests
About one contract in ten asks the player to recover an enchanted item carried by a named enemy. The marked item must be recovered and is surrendered when the reward is claimed. A plain copy of its base item does not count.
Contract Rewards
Ordinary contracts always pay gold and experience, sometimes with a bonus item. Contracts from notable people may reward you with an event instead. Completing either kind raises loyalty and helps the giver grow in experience.
Mini-Quests
When no larger task is available, an NPC with enough loyalty may ask for something it lacks. Food and drink come first. After that it asks for the gear its calling needs most: a weapon, armour, a shield, a helmet, gloves, boots, an amulet or a ring. A Ranger asks for a ranged weapon and then ammunition, and a Mage or Cleric for a scroll. Accepting the request writes it to the journal. Completing it hands over the item, closes the journal entry, grants charisma-scaled loyalty, and pays at least 8 gold based on the item's value.
The NPC keeps what you bring and uses it, so each errand leaves it better armed and harder to kill. Gear is kept however heavy it is. A caster without a spell of its own learns the spell from an attack scroll. A spare item from your pack is handed over before anything you are wearing or wielding, and an item you carry for a contract is never given away.
Dialogue
A world NPC encountered for the first time has a brief biography: origin, temperament, current circumstance. Subsequent conversations reflect what the player has done and what the NPC currently knows. An NPC who gave the player a task will acknowledge whether that task is done, and their tone adjusts to reflect it. Conversations respond to what is happening now rather than following a script.
Drawing a Weapon
Any conversation can be ended with a blade, not only a first meeting. Draw weapon is offered in every exchange, and choosing it turns the person into an ordinary enemy standing where they stood. A companion is set down in the room first, so a full room leaves nowhere to settle it and the offer fails.
Join Me or Perish
An Evil or Chaotic hero who holds a claim can put the choice to a person whose remaining health has fallen below a third of the hero's own maximum. The chance is 30% plus 10 for each point of Charisma. On success they follow you as a companion at a loyalty of 10, marked as forced labour, and will not heal you until that loyalty is earned up. On failure they turn on you. There is one attempt and no cost, since either answer settles it.
Picking a Pocket
A character with the Thief perk may try to lift something an NPC is carrying. The choice lists what they hold and costs 1 Action Point, and the odds are the same ones used against a merchant, drawn from Dexterity, Patience and stealing proficiency. A success takes the item, and lifting a weapon or armour they were wearing weakens them. Being caught turns them hostile with everything still on them. Companions are not targets; they hand their gear over on request.
Starting Provisions
Wandering NPCs start with food rations and a water bottle. They begin each dungeon run in a resting state rather than immediately wandering in search of food. A provisioned NPC stays put, conserves health, and has time to settle before the player arrives, greatly improving the odds that it is still alive at first contact. Once provisions run out, the NPC begins exploring to find more.