Towns and people
Townsfolk keep a daily routine now. Here's how to find anyone, and what the towns do after dark.
Brookhollow, Millbrook, Highmoor and Saltmere feel lived in. People work by day, drift to the inn or the square in the evening, and go home at night. Lamps come on one by one at dusk, and windows glow warm.
Finding someone
- Journal → People (J): everyone in the place you're in, what they do (shop, bank, board tasks, quests for you) and where they are right now ("outside the Dozing Boar"). Press Find and they're marked: a gold arrow over their head and a ring on the minimap. If they're off the minimap, an arrow on its rim points their way.
- Quests: a "Talk to…" objective or a quest ready to hand in has a Find button too. If the person lives somewhere else, the journal tells you where.
- The map (M): shows everyone's name next to their marker.
- Tracking stops by itself once you talk to them.
You can talk to anyone wherever they are: shops, banks and board tasks work all day. Someone you're walking up to or talking to stops and waits for you.
Who's new in Highmoor
Mordrek, the Slayer Master, hands out Slayer tasks inside the west wall, and Orla sells horses at the stables.
Brookhollow and Highmoor
Brookhollow feels lived in:
- Firewood is stacked by the homes and the inn, and there's a washing line by the Arcana and a vegetable patch behind it.
- A grindstone stands outside Garrick's forge and a target outside Wynn's fletchery, with benches and flower beds in the square.
- North of the gate, a hedged field with a hay cart marks where the village ends and the meadow begins.
- Out by the meadow pond there's an old wayside shrine with offerings, where one of the treasure trails ends. A wrecked cart marks where the road enters the goblin forest.
In Highmoor:
- The Proving Pit has a proper yard, with banners, training targets, a weapon rack and skull trophies.
- Each trial master has a corner by the ring: a weapon rack for Aldric, an archery target for Vael, candles and books for Oriel.
- Paved ways lead from both gates to the well.
- Out on the moor there's a ruined patrol post on the west road, a great tor by the goblin warren, and a small cairn hidden in the north-east heather, the end of another trail.
Saltmere's harbour
Saltmere is a working harbour:
- Fish market: Marla's fish crates and gutting table, by the first pier.
- Cargo dock: Harbourmaster Quill's crates and rope crane, by the middle pier.
- Boatyard: a hull up on the slip, between the last pier and Captain Brine's ferry jetty.
- The lighthouse: on the north point, with its keeper's hut, lit at night.
Dirt paths lead out to the strand, the tide pools and the wreck. On the far end of the beach, a ring of rocks shelters Gull Rock Cove, where one of the treasure trails ends.
Ironvein, in the Deep Mines
Foreman Dunn says the Deep Mines died two hundred years ago, but the iron didn't. A few prospectors have made a camp, Ironvein, in the entrance hall: timber props, a cot for the injured, ore by the old smelter and a winch over a dead shaft. The camp is safe.
Prospector Hesk has two quests that take you to the ore galleries and the Old Crypt. Nobody goes past the boards on the east wall, where one of the treasure trails ends.
The two big towns
Port Varrow, south of Millbrook, and Kingsreach, west of Thornwood, are the largest towns in the game, each with a bank, a task board, two shops and plenty of townsfolk.
Who stays put
Bankers, guards, the harbourmaster, the ferryman and the Proving Pit's staff always stay where they are. Shopkeepers inside buildings stay in their shops.
Townsfolk
A few ordinary townsfolk walk about the four towns: Hob and Wilda in Brookhollow, Bertie in Millbrook, Greta in Highmoor and Finn in Saltmere. Click one and they'll say something. They go indoors late at night. People nearby sometimes say a word as you pass, depending on the time of day and the weather.
Each person's page on this wiki lists their routine, for example Tobias or Elder Maren.