Living, thinking NPCs remember how they regard one another. Those opinions shape what happens when they share a room, what they tell the player, and how news of the player's conduct travels.
First Impressions
Each relationship has two sides. One NPC may trust another who remains wary in return. Their race attitudes and their faith colour the first impression, so fondness or prejudice already present in a personality can influence a new meeting. See The Faiths of Others.
Conversation
At most one pair in a room interacts during a world turn. They may chat, praise, or insult one another, then wait five turns before another exchange as a pair. Players in the room hear the combined exchange; meetings elsewhere still change the relationship without producing a distant message.
Danger Comes First
A living enemy in the room suppresses ordinary conversation and item sharing. NPCs focus on the common threat before private friendship or resentment. Companions occupy their player's room for these checks and can take part in the same social rules.
Cooling Off
An opinion left alone slowly returns towards the first impression, one step for every ten turns without an exchange. NPCs kept apart calm down, and friends who stop meeting drift back towards indifference. Someone who dislikes another still speaks civilly more often than not, and civil words from them are worth a little more.
Avoidance and Feuds
A hostile NPC will not enter a neighbouring room holding the person they dislike, including a companion standing there, and tries to leave if they meet. An NPC holding your contract stays where it is. If escape is blocked, insults can deepen the hostility. A zealot never walks away from a heretic and denounces them instead. A relationship that reaches nemesis becomes a feud, and either side may attack. The feud ends once both have calmed back above hostile. Companions and claim residents cannot walk away, so they may grow hostile and trade insults but never feud. An NPC below one quarter Health breaks off, uses its own healing if it carries any, and otherwise flees.
Trusted Aid
Trusted NPCs may give one surplus item to someone with a real need. Food, drink, recovery items, and compatible ammunition can pass between them. The donor keeps what it needs for itself, and will not hand over equipped, broken, unique, quest, or story items.
Ask About Others
What do you make of the others? lists living NPCs the player has already met or observed. The answer describes the relationship in words such as wary, cordial, friendly, or trusted. Any news? also favours a relevant opinion about another known person when one exists.
Warm Referrals
An NPC who trusts both the player and another NPC may recommend that person when they have a contract or practical need. The recommendation names the NPC and their present location. On the next meeting, the target acknowledges who sent the player, begins more warmly, and still presents their own work in person.
Word of Mouth
Completing a contract, helping with a practical need, or abandoning accepted work leaves a memory with the affected NPC. Friendly NPCs can pass one such memory when they meet. The listener's attitude changes, and their next ordinary greeting names the source, such as “Mara told me what you did at the mine.” News only travels through actual meetings and separately for each player.
Who Takes Part
Roaming NPCs, residents, notable people, and willing companions participate. Merchants, event cards, and mindless creatures held by charm, domination, or necromancy do not form these relationships or join social exchanges.