Recruitment
When a dungeon NPC is recruited, it moves from its slot in the room into the player's carried companion list. 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 dismissed back to a room slot when the arrangement is no longer useful.
Quest State
World NPCs offer and track quests through the player's own history. When a player completes an action relevant to a quest, the record of it is kept on their behalf. When they next speak with the relevant NPC, the NPC reads what has been done and responds accordingly. The NPC does not track the quest independently. The player's own history is the only ledger, which means quest progress is personal: two players in the same session can be at different stages with the same NPC.
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
A rare quest type, roughly one in ten, where the NPC asks the player to recover a specific enchanted item carried by a named enemy. When the player accepts, that enemy is placed in the dungeon carrying the item. The quest is complete when the player brings it back. The item is surrendered when the reward is claimed and cannot be kept.
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. Dialogue is not branching fiction. It is a response to the situation both parties currently occupy.
Starting Provisions
Procedurally generated NPCs spawn carrying 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.