Who they are
Wayfarers really walk: from stop to stop and through the same portals you use, whether or not anyone is watching. They stay a while at each stop, then move on. You will see them arrive through a portal or leave down the road, never pop out of thin air in front of you.
| Wayfarer | Who they are | Where they walk |
|---|---|---|
| Tovin, Anwen and Corren | The founders: cartographer, healer and rearguard. They keep the base camp north of Payon Field 1. | The base camp, Payon's square and the meadow of Payon Field 7 |
| Mira | The Company's trader, with her wagon | Payon, the Alberta docks road and the caravan camp on the road to Morroc |
| Orrin | Scout | Prontera Fields 5, 8 and 9, and Izlude |
| Selene | Herbalist | Payon Fields 1 and 3, and the Morroc road |
| Veyr | The outlaw who left the Company | The outer woods of Payon (never towns or the training fields) |
Finding them
Innkeepers hear the news from the roads: choose "Any news from the roads?" to learn where a wayfarer was last seen and where they were heading. Wayfarers also tell you where the others went.
Once you have met someone, the Wayfarer Company page of your journal (J) lists them with the last news of them. There is no live marker; finding them is part of the journey.
Bonds and stories
Time spent with a wayfarer builds your bond: talking, trading, walking a road with them, sitting at their fire, sparring. Bonds have five ranks, from Acquaintance to Kindred, and grow a little each day rather than all at once.
Each of the seven has a story of their own in five chapters. The first is told when you meet; each later chapter waits for the next bond rank. Chapters send you to real places, ask for something from the road, or ask you to share a night by the fire. Finish someone's story to earn a keepsake from them and a title the Company calls you by.
Road contracts
Once a day you can walk a road contract with the Company: join a member on the way to their next stop, along their real route. When the road crosses an open field, choose the fast road, where an ambush waits out on the field, or the safe road, where something else always goes wrong: a cracked wagon wheel that needs a Trunk, or an injured scout who needs a Red Potion. A road with no open field only has the safe way round.
Stay close for most of the road to share the contract. The group waits for you if you fall behind, but not forever. A finished contract pays Zeny and supplies by the length of the road, more for the fast road, and strengthens your bond with everyone you walked with. Your day's contract is used as soon as you take or join one, so leaving a walk early does not free another that day.
Campfire nights
When night falls while the Company is out in the fields, they make camp and stay until dawn. Click the fire to sit and listen: every night has a story from the old days of the Lantern Wall.
Sitting at the fire gives Wayfarer's Rest, faster HP and SP recovery for 30 minutes, and once a night a little more trust with each wayfarer there. The fire also counts as a kitchen for Cooking while it burns.
Sparring with Corren
From Base Level 20, Corren will spar with you whenever the Company stops out in the fields. The spar is safe: nobody is knocked out, and either of you yields at a quarter of your HP.
Corren learns how you fight. He remembers what you open with, which element you favour, whether you keep your distance and whether you heal when hurt, and before a rematch he tells you what he is going to do about it. Change your approach to beat him. Each win raises his tier, and the first win of each day pays a wager.
Mira's caravan
Mira's wagon carries the goods of the town she has just left, so what she sells changes with the road: Payon's potions and apples, fruit and Fly Wings off the Alberta docks, or desert needles, herbs and potions from the Morroc caravan camp.
Once a day she will also carry gathering goods (ore, fish, fragments, rations) to the guild clerks of her next town. When her wagon actually arrives, collect the clerk's payment from her.
Veyr and his band
Veyr and his lieutenants, Brask, Ilse and Dace, roam the outer fields and challenge adventurers of Base Level 20 and above. They fight to make you yield, never to kill, and they yield themselves rather than die. A warning appears when you enter a field where one of them is.
Wayfarer Bounty Boards stand beside the guild halls. Take a bounty on one lieutenant, make them yield, and bring their token back to any board.
Veyr has a story too, and it may ask you to take his side for one job. If you do, the band will leave you alone, the bounty boards will not deal with you, and the Company will know.
Travelling together
At Kindred, a Company member will travel with you for twenty minutes once a day, in your mercenary slot, fighting at your side under their own name. Anwen and Selene also tend your wounds. Dismiss any mercenary first; a guest never changes mercenary guild loyalty.
The missing survey
The founders' first outing still starts at their base camp on Payon Field 1: prepare with Anwen, walk with them to the survey site and back, and debrief with Tovin. It is only offered while the founders are at camp; innkeepers can tell you when they are due back.