List of NPC alignments

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This is a listing of various unnamed npcs and their alignments according to Detect Alignment, by area. Of the npcs that have a range of possible alignments and come in groups, they don't necessarily group with others of similar alignments. For example, if a merchant has two bodyguards, one may be 11 degrees good and the other 5 degrees evil. "At least" means that a range may extend further in either direction.

Also, similar npcs in different areas aren't necessarily the same. Crows in the terrains are evil, while the ones in Ankh-Morpork are neutral, for example.

Colour code for the bullet points (based on the most common alignment or the middle of the range (if the range is evenly distributed)):


: Very wide range/unknown alignment
: More than five degrees evil
: One to five degrees evil
: Neutral or narrow range centered on neutral
: One to five degrees good
: More than five degrees good

Alignment_Templates (for indented versions and versions without line breaks built in)

Roads

There are specific types of npcs that wander the roads, but you'll also find that some npcs from the surrounding terrains will show up on them--chipmunks, crows, grass wolves, hunters, and such will show up on the roads in the Sto Plains, for example. Bandits (also known as brigands and outlaws) roam the roads at night and early morning, and will attack on sight, making the roads somewhat dangerous at those times. Road npcs are:

Through Sto Plains


Bandits: Usually neutral. At least one has been 5 degrees good, though. These wander the roads at night (and early morning, before the sun's up) singly and in groups, and attack travelers.
Bodyguards: vary. These accompany merchants, traders, and dealers. Their alignments vary from at least 40 degrees evil to at least 39 degrees good. They seem to be more likely to be good than evil.
Brigands: Usually neutral. Same as bandits; will attack on sight.
Cooking monsters: Neutral. These are trolls, and they sell food.
Dealers: neutral. Sometimes come alone, sometimes come with bodyguards (generally one to three) that will protect them. Sometimes have items for sale.
Dwarf warriors: Seem to range from 2 degrees evil to 2 degrees good. The "old" dwarf warriors may all be neutral.
Fighters: Seem to range from 2 degrees evil to 2 degrees good. Often come in groups and may assist each other. They're about as likely to be neutral as to be at all evil, and a bit more likely to be neutral or evil than to be at all good.
Journeyman blacksmiths: Range from at least 4 evil to 27 good.
Journeyman carpenters: Range from at least 42 evil to 45 good.
Knights: 1 degree good (even the "holy" knights). Usually come in small groups.
Merchants: Neutral. Same as dealers.
Outlaws: Usually neutral. Same as bandits; will attack on sight.
Traders: Neutral. Same as dealers.
Wandering labourers: Range from at least 47 degrees evil to 46 degrees good.
Youths: Range from at least 12 good to 33 evil.

Through Ramtops


Farmers: Neutral.
Gnolls: Neutral.
Hikers: Neutral.
Locksmiths: Neutral.
Pebbles: Neutral. (These are trolls.)
Ramblers: Neutral.
Trappers: Neutral.
Travellers: Neutral.
Trolls: Neutral.
Truffle-hunters: Neutral.
Tourists: Neutral.
Wanderers: Neutral.
Witches: Also "crones" or "hags". Attack one (or possibly steal from one), and the others will start to attack you on sight, though they'll forget after a while. There are at least three types:
    The ones with cheerful descriptions (leering, jolly, flighty, scatterbrained) are 1 degree good.
    The ones with descriptions that mention constant muttering (the mad or midnight ones) are 2 degrees evil.
    The others (sour, stern, po-faced, stubborn, prim) are neutral.

Terrains

Rangers are found throughout the mountains, Skund Forest, and sometimes the plains. Unlike most terrain npcs, however, their alignments vary widely--from extremely evil to extremely good (at least), and everything in-between. There doesn't seem to be any correlation between alignment and description (mysterious, lean, etc.) or equipment. Therefore, if you want to kill them for alignment purposes, it's necessary to check them individually.

Counterweight Continent

You can get to the terrains here by swimming out of Tuna Bay and then swimming west along the coast until you reach land outside of the Wall.

Beach or Rocky shore


Crabs: Neutral.
Seagulls: Neutral. Can come in small groups.

Deciduous forest


Black bears: Neutral.
Blackbirds: Range from 1 to 3 degrees good.
Chipmunks: Neutral.
Does: Neutral.
Falcons: Neutral.
Mighty oaks: 12 degrees evil.
Pigs: Neutral. Come in groups of 4-6.
Rabbits: 2 degrees good.
Sparrows: Range from 1 to 3 degrees good.
Squirrels: 1 degree evil.
Stags: Neutral.
Starlings: Range from 1 to 3 degrees good.

Meadow


Black bears: Neutral.
Field mice: Neutral.
Goats: Neutral.
Horses: Neutral.
Rats: 3 degrees evil.
Squirrels: Neutral.
Turkeys: Neutral.
Weasels: Neutral.

Moorland/Tundra

There is moorland in the southwesternmost part of the Counterweight Continent, just before the ice bridge to the Ramtops.


Dog foxes: neutral
Hares: Three or four degrees good.
Lemmings: neutral
Vixens: neutral
White bears: neutral

Plains


Black bears: Neutral.
Blackbirds: Range from 1 to 3 degrees good.
Field mice: Neutral.
Horses and foals: Neutral. They come singly or in groups of 7-8.
Rats: 3 degrees evil.
Sparrows: Range from 1 to 3 degrees good.
Squirrels: 1 degree evil.
Starlings: Range from 1 to 3 degrees good.
Turkeys: Neutral.
Weasels: Neutral.

Klatch

Ephebian desert

The Tsortian desert (west of the Haribos mountain range) seems to be the same as the Ephebian desert, as far as npcs go.

Desert foxes: Neutral.
Desert lions: Neutral. These attack, but don't pursue. Very common.
Horned Vipers: Range from at least 2 degrees good to 4 degrees evil. Neutral and 1 degree good seem to be the most common alignments.
Lizards: Range from at least 3 degrees good to 2 degrees evil. About half seem to be neutral.
Lyre-horned gazelles: Neutral.
Scorpions: Range from at least 2 degrees good to 1 degree evil.
Vultures: Range from at least neutral to 7 degrees evil. Neutral ones seem the most common.

Oasis


Boys: 3 or 4 degrees good.
Captains: 1 or 2 degrees good. These will assist any other npcs they see you attack.
Spoiled child: Neutral.
Girls: 2 to 4 degrees good.
Hermits: 5 degrees good. These will dispell shields (though possibly not magical shields), and are technically Gufnork priests. They will also assist any other npcs they see you attack.
Men: 1 or 2 degrees good.
Mystics: 9 degrees good. These will dispell shields (though possibly not magical shields), and are technically Gufnork priests. They will also assist any other npcs they see you attack.
Nomads: Neutral.
Palms: Range from neutral to 4 degrees good, usually 1 to 3 degrees good.
Patrollers: 3 or 4 degrees good.
Peacekeeper commanders: 3 or 4 degrees good. These will assist any other npcs they see you attack.
Women: 1 or 2 degrees good.

Garlic farm


Farmers: Neutral or 1 degree evil.

Jungle


Chequered zebras: Neutral.
Gaurs: Neutral. Come singly or in pairs.
Giant's leaf birds: Neutral.
Jungle cocks: Neutral. Come singly or in groups of 4-6 with other cocks or hens.
Jungle hens: Neutral. Come singly or in groups of 4-6 with other hens or cocks.
Klatchian monkey pythons: Neutral.
Dappled leopards: Neutral. Attack if looked at or considered.
Black panthers: Neutral. Attack if looked at or considered.
Peacocks: Neutral.
Peahens: Neutral.
Top hat monkey (including babies): Neutral. Come singly or in groups of 2-4.
Tree vipers: Neutral.

Melon farm


Farmers: 1 or 2 degrees good.
Tortoises: 2 to 4 degrees good.

Mountains

Various mountain ranges, including the Haribos mountain range, which you reach if you go west along the Philosopher's Way and keep going west.


Barbary sheep: Neutral. Sometimes in small groups.
Scorpions: 1 degree evil to 2 degrees good.
Snow leopards: Neutral. Will attack (backstabbing) if looked at or considered.

In the forest area, there are also the following:
Giant's leaf birds: Neutral.
Giraffes: Neutral.
Guars: Neutral. Come singly or in pairs.
Klatchian monkey pythons: Neutral.
Spider monkeys: Neutral.
Top hat monkey (including babies): Neutral. Come singly or in groups of 2-4.

Savanna/plains

Most things in this area are neutral. Grassy plains in Klatch seem to have the same npc types as the savanna.


Cheetahs: Neutral. These will pursue if attacked.
Dwarf gazelles: Neutral.
Elephants (includes grey, pink, and scarred): 3 degrees good.
Giraffes: Neutral.
Hyenas: 3 degrees evil. Come singly and in groups, and when in groups will assist/protect each other.
Lions, lionesses, and lion cubs: all neutral. Adults will protect cubs.
Lyre-horned gazelles: Neutral.
Painted dogs and their pups: Neutral. Adults will protect pups.
Rogue bull elephants: 10 degrees evil (based on only two readings). These are rare, and will attack unprovoked. They don't pursue.
Scorpions: These seem to have alignments ranging from 1 degree evil to 2 degrees good.
Vultures: These have various alignments; the range seems to be from neutral to 5 degrees evil. You can get vultures of different alignments in the same group.
Warthogs: 6 degrees evil. Are aggressive about half the time.
Zebras: Neutral.

Tomato farm

No npcs?

Water pastures

The water pastures can be found along the Djel, slightly west of Djelibeybi. The bull hippopotami often attack unprovoked, and in groups, all the adults may attack (and warcry!) at once. Crocodiles are sometimes aggressive.


Crocodiles: 1 degree evil
Egrets: 4 degrees good.
Adolescent hippos: Neutral.
Adult female hippos: 3 degrees good.
Bull hippos (adult males): 2 degrees good.
Hippo calves: Neutral.
Tortoises: 3 or 4 degrees good.

Oceans

If you kill anything underwater, you won't be able to bury it until it sinks to the seafloor. Things here that attack on sight here are killer whales and sharks.

Circle Sea

Completely devoid of npcs, or such an incredibly low concentration as makes no difference.

Turnwise Ocean

This is the ocean you're in if you swim out of Tuna Bay. As far as I can tell, there's absolutely nothing on the surface--you have to actually go underwater to find anything living. Sharks and killer whales will attack you on sight.


Blowfish: Neutral.
Blue whales: Range from at least 6 to 13 degrees good.
Goldfish: Neutral.
Graylings: Neutral.
Gropers: Neutral.
Jellyfish: Neutral.
Killer whales: Range from at least 2 to 5 degrees evil. Will attack.
Mullets: Neutral.
Pikes: Neutral
Salmon: Neutral.
Sea bass: Neutral.
Seahorses: Neutral.
Sea urchins: Neutral.
Sharks: 5 degrees evil (based on only two sharks). Will attack.
Starfish: Neutral.
Tuna fish: Neutral.

Widdershins Ocean Glacier

You get here by going east of the Ramtops, past the ice land. (Note: Haven't detected any of these yet, only explored as a ghost.) There don't seem to be any npcs in the ocean itself--only on the glacier. (Note: alignments here are extrapolated from those of the ice land npcs rather than detected directly, since they appear to be the same.)


Dog foxes: neutral
Hares: 3 or 4 degrees good.
Hublandish barbarians: Mostly neutral or 1 degree evil, sometimes 2 degrees evil.
Ice giants: range from at least 8 to 11 degrees evil. Come singly or in groups of 2-3. Will attack on sight and pursue. Will attack other npcs in the room.
Penguins: neutral. Come in groups of 4-6 mixed with:
    Penguin chicks: neutral
Snow eagles: neutral
Vixens: neutral
White bears: neutral

Ramtops

Deciduous forests

It seems likely that the deciduous and evergreen forests in the Ramtops actually have the same mix of npcs--barring the npc trees--but I'm keeping them separate for now since I haven't seen every single Ramtops forest npc in both areas.


Birdwatchers: Neutral
Black bears: Neutral
Blackbirds: 1-3 degrees good.
Charcoal burners: Neutral.
Chipmunks: Neutral.
Does: Neutral.
Dwarfs: Neutral.
Falcons: Neutral.
Gnolls: Neutral.
Grizzly bears: Neutral.
Hedge wizards: Neutral.
Hunters: 1-3 degrees evil.
Lumberjacks: 2 degrees good.
Mighty oaks: 12 degrees evil
Moose: Neutral. May attack on sight.
Owls: Neutral.
Rabbits: 2 degrees good.
Sparrows: 1-4 degrees good.
Squirrels: 1 degree evil
Stags: Neutral.
Starlings: 1-4 degrees good.
Swineherds: Neutral. Come with:
    Pigs: Neutral.
Trolls: Neutral.

Evergreen forest


Black bears: Neutral
Blackbirds: 1-3 degrees good.
Charcoal burners: Neutral.
Chipmunks: Neutral.
Does: Neutral.
Dwarfs: Neutral.
Falcons: Neutral.
Gnolls: Neutral.
Goatherds: Neutral. Come with:
    Goats: Neutral.
Grizzly bears: Neutral-1 degree evil.
Hedge wizards: Neutral.
Hares: 3 or 4 degrees good.
Hunters: 1-3 degrees evil.
Huntresses: 1-3 degrees evil. Rarer than hunters.
Lancre reciprocating foxes: Neutral.
Lumberjacks: 2 degrees good.
Pines: 12 degrees evil.
Pine saplings: 7 degrees evil. Sometimes group with pines.
Rabbits: 2 degrees good.
Sparrows: 1-4 degrees good.
Squirrels: 1 degree evil
Stags: Neutral.
Starlings: 1-4 degrees good.
Swineherds: Neutral. Come with:
    Pigs: Neutral.
Trolls: Neutral.

Gloomy Forest


Druids: 2-4 degrees evil. Apparently these may attack on sight if you've been killing them.
Giant spiders: 2-4 degrees evil. These can be found off of the safe path, and attack on sight. They have a nasty poison, as well.
Oaks: 12 degrees evil.
Pines: 12 degrees evil.

Hub

This area, in addition to being very cold and being home to tough, aggressive, pursuing ice giants, has a huge amount of background magic, making it potentially deadly to cast spells here. (Note: alignments here are extrapolated from those of the ice land npcs rather than detected directly, since they appear to be the same.)


Dog foxes: neutral
Hares: 3 or 4 degrees good.
Hublandish barbarians: Mostly neutral or 1 degree evil, sometimes 2 degrees evil.
Ice giants: range from at least 8 to 11 degrees evil. Come singly or in groups of 2-3. Will attack on sight and pursue. Will attack other npcs in the room.
Penguins: neutral. Come in groups of 4-6 mixed with:
    Penguin chicks: neutral
Snow eagles: neutral
Vixens: neutral
White bears: neutral

Ice land

These are east of the Ramtops. Dangers here: the dangerously cold temperatures and the tough, aggressive, pursuing ice giants.


Dog foxes: neutral
Hares: 3 or 4 degrees good.
Hublandish barbarians: Mostly neutral or 1 degree evil, sometimes 2 degrees evil.
Ice giants: range from at least 8 to 11 degrees evil. Come singly or in groups of 2-3. Will attack on sight and pursue. Will attack other npcs in the room.
Penguins: neutral. Come in groups of 4-6 mixed with:
    Penguin chicks: neutral
Snow eagles: neutral
Vixens: neutral
White bears: neutral

Marshland


Alligators: 2 degrees evil.
Birdwatchers: Neutral. Hang out around bird groups.
Blackbirds: 1-3 good.
Lizards: 4 good.
Peahens: Neutral.
Sparrows: 1-4 good.
Starlings: 1-4 good.
Turkeys: Neutral.

Moorland

Moose here are sometimes aggressive. At night there are evil trolls and brigands, which will attack on sight.


Bears: Neutral.
Brigands: 2 degrees evil. Come out at night singly or in groups of 2-3, will attack on sight. Roads only?
Dog foxes: Neutral.
Evil trolls: 3 degrees evil. They turn into boulders during the day, and wake back up around evening. These attack on sight.
Hares: 3 or 4 degrees good.
Hublandish barbarians (in the vicinity of their camp): Range from at least neutral to 3 degrees evil. Come singly or in small groups (up to four).
Lemming: Neutral.
Moose: Neutral. Will sometimes attack.
Tharga beasts (likely neutral, if they're like the others in the Ramtops)
Vermine: Neutral.
Vixens: Neutral.

Mountain

Dangers: aggressive, pursuing lynxes and yeti, sometimes aggressive moose, and agressive brigands and evil trolls at night.


Brigands: 2 degrees evil. Come out at night singly or in groups of 2-3, will attack on sight. Are on the roads sometimes as well.
Dog foxes: Neutral.
Evil trolls: 3 degrees evil. They turn into boulders during the day, and wake back up around evening. These attack on sight.
Goatherds: Neutral. Come with:
    Goats: Neutral.
Hares: 3 or 4 degrees good
Hublandish barbarians: Range from at least neutral to 3 degrees evil. Come singly or in groups of up to four.
Lynxes: neutral. Will pursue and attack on sight.
Moose: Neutral. Sometimes aggressive.
Mountain climbers: ??
Mountain goats: Neutral.
Pebbles (trolls): 1 degree good.
Tharga beasts: Neutral or 1 degree good.
Vixens: ??
White bears: Neutral.
Yeti: range from at least 2 to 4 degrees evil. Will pursue and attack on sight. Sometimes come in pairs.

Pictsie barrow lake

There are sometimes pikes here, which will attack on sight.


Salmon: Neutral.
Trout: Neutral.

Plains

At night, there are evil trolls which will attack on sight.


Black bears: Neutral.
Evil trolls: 3 degrees evil. They turn into boulders during the day, and wake back up around evening. These attack on sight.
Field mice: Neutral.
Highwaymen: 1 degree evil. (Note: have only found one of these.) Roads only?
Horses and foals: Neutral. Come singly or in groups of around seven.
Hublandish barbarians (in the vicinity of their camp): neutral. Come singly or in groups of up to four.
Hunters: 1-3 degrees evil.
Pebbles: Neutral.
Rats: 3 degrees evil.
Sheep: 1 or 2 degrees good. Come attended by:
    Shepherds: neutral.
    Sheepdogs: neutral.
Squirrels: 1 degree evil.
Tharga beasts: Neutral.
Turkeys: Neutral.
Weasels: Neutral.

SUR/Sto Plains

The small birds found in these areas (blackbirds, redwings, finches, thrushes, and to a lesser extent quails and meadowhawks) have a tendency to fly off if you wait in the room with them for too long. At night, small birds leave the area after a few seconds.

Beach (Circle Sea)

The Circle Sea beach has its own npcs, but as on the roads, you'll also sometimes see npcs from the surroundng area wander in. Here, you'll see:


Crabs: 2 degrees evil. They come singly and in small or medium-sized groups.
Fishermen: neutral.
Seagulls: 3 or 4 degrees evil. These are less desirable targets, as they tend to fly off.

Cabbage fields and plains

The area surrounding Ankh-Morpork and the cities around it. Npcs you'll find here:


Badgers: 1 degree good.
Bears: 1 degree evil. Sometimes aggressive.
Blackbirds: 9 degrees good.
Butterflies and moths: Neutral or good. They come in large mixed groups, possibly only in the plains. There are two basic types:
    Obsidian and jet black butterflies: 2-4 degrees good, are tougher than you might expect.
    Other butterflies and moths: Neutral. Include blue butterflies, iridescent blue butterflies, cabbage-eating butterflies, emerald butterflies, green butterflies, grey butterflies, monarch butterflies, leopard moths, and giant leopard moths.
Cabbages (in cabbage fields): Neutral and can't be attacked (but you can "eat" them live).
Chipmunks: 3 or 4 degrees good.
Crows: Seem to range from 4 to 6 degrees evil. Often come in conveniently large groups. Sometimes they will come down on corpses.
Dog foxes: 2 degrees evil. Sometimes come with three or four:
    Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)
Fieldfares: 9 degrees good.
Foals: 6 degrees good, and come in groups with horses.
Grass wolves: 1 degree good.
Horses (including "young" horses): 2 degrees good.
Hunters: These are most often neutral, but a few of them are one degree good or evil (more seem to be good than evil). They may attack pets. Some of them also have dogs:
    Bloodhound: 1 degree good.
    Boarhound: 1 degree good.
    Pointer: 1 degree good.
    Retriever: 1 degree good.
    Wolfhound: 1 degree good.
Moths: See "Butterflies and moths" above.
Poachers: Neutral.
Quails: 3 degrees good.
Rabbits: 10 degrees good.
Rangers: Vary.
Red meadowhawks: 3 degrees good.
Redwings: 9 degrees good.
Sheep: 2 degrees good. Accompanied by...
    Shepherds: 2 degrees evil.
Silver birches: 12 degrees evil.
Thrushes: 9 degrees good.
Vixens: 2 degrees evil. Sometimes come with three or four:
    Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)
Weeping willows: 12 degrees evil.
Wild boars: 6 degrees evil. Sometimes these will attack.

Forest (not Skund)

There are small forested areas in the middle of the plains. The wolves here may or may not attack on sight (possibly wolves by themselves won't attack while groups will). They may or may not actually have a different npc mix than Skund forest. Npcs found here include:


Bears: 1 degree evil. Sometimes aggressive.
Bear cubs: 8 or 9 degrees good. Obviously you can't kill cubs without the adult bears protecting them. The adults may also attack you if you hug their cubs--it's possible this depends on your alignment.
Chipmunks: 4 degrees good.
Dog foxes: 2 degrees evil.
Owls: 3 degrees evil.
Toads: 4 degrees evil.
Rabbits: 10 degrees good.
Rangers: Vary.
Silver birches: 12 degrees evil.
Weeping willows: 12 degrees evil.
Wolves: 8 or 9 degrees evil. These may attack even outside of Skund.

Hilly mountain range (Morpork Mountains)

This kind of terrain can be found south of Anhk-Morpork, and west of Nowhere. Here, you'll see:


Bears: 1 degree evil. Sometimes aggressive.
Blackbirds: 9 degrees good.
Bucks: 3 degrees good.
Does: 3 degrees good.
Dog foxes: 2 degrees evil. Sometimes come with three or four:
    Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)
Eagles: Neutral.
Fawns: 3 degrees good.
Finches: 9 degrees good.
Frogs: Neutral.
Hares: Neutral.
Moon dragons: Neutral.
Mountain lions: 4 degrees good. Note that they like to run off during a fight so that they can ambush you.
Oreads: 1 degree evil. They can also heal themselves and make themselves stronger during a fight.
Pure white bird (Caladrius): 10 degrees good, and will heal you if you find them while injured. You can't kill them, but just attacking will make you more evil by about two degrees.
Quails: 3 degrees good.
Rabbits: 10 degrees good.
Rangers: Vary.
Silver birches: 12 degrees evil.
Vixens: 2 degrees evil. Sometimes come with four or so:
    Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)
Wolves: 10 degrees evil. Unlike the ones in Skund Forest, these seem to come alone, and don't seem to attack unprovoked.

Skund forest

The wolves here tend to come in groups, will attack on sight, and are fairly tough and fast, making this area dangerous for lower-level characters. Npcs in this area include:


Bears: 1 degree evil. Sometimes aggressive.
Bear cubs: 9 degrees good.
Bucks: 3 degrees evil.
Chipmunks: 3 degrees good.
Does: 3 degrees good.
Fawns: 3 degrees good.
Owls: 3 degrees evil.
Rangers: Vary.
Silver birches: 12 degrees evil
Toads: 4 evil.
Vixens: 2 degrees evil.
Weeping willows: 12 degrees evil.
Wolves: 8 or 9 degrees evil. Will attack on sight, but don't pursue.

Cities, towns, and villages

Ankh-Morpork

Note that fighting in front of a watchman will get you into trouble with the Watch, and attacking priests may bring the God Squad down on your head (also be prepared for the priest to heal and shield the God Squad). Npcs here include:


Accountants: Usually 1 to 3 degrees evil, sometimes neutral.
Actors: Neutral. Found in the Isle of Gods.
Assassins: Usually neutral, sometimes 1 degree good or evil. They're often hiding.
Bankers: Usually neutral, rarely 2 degrees evil.
Barbarians: Range from at least 3 to 8 degrees good.
Beggars: Neutral (both rich and poor).
Bodyguards: Neutral. Usually accompany traders, dealers, and merchants.
Children: Neutral (including troll children).
Chorus girls: Neutral.
City guards: Range from at least 2 degrees good to 2 degrees evil.
Cockroaches: Neutral.
Crows: Neutral.
Dealers: Neutral.
Dogs: Neutral.
Dwarf warriors: Neutral.
Errand boys: 3 or 4 degrees good.
Farmers: Neutral.
God Squad: All 2 degrees good. Consists of Fujiyama, Freda, Septa, Diego, and Rixacardo. Found wherever someone's attacking a priest or priestess (besides Kess) or at the very top of the Temple of Small Gods (fourth floor, in the belltower).
LAG: 5 degrees evil.
Lawyers: Seem to come in three varieties:
    Normal lawyers: Range from at least 2 to 6 degrees evil.
    Evil lawyers: Range from at least 2 to 11 degrees evil.
    Heartless lawyers: May or may not be different from normal lawyers, not enough data yet. Range from at least 2 to 7 degrees evil.
Little old ladies: 1 or 2 evil. Come in medium to large groups.
Men: Neutral. (As in, npcs which are just called "an interesting man", for example.)
Mercenaries: Generally neutral, sometimes 1 degree good or evil, except for:
    Mean mercenaries: 5, 6, or 7 degrees evil, probably with about equal probability.
Opera singers: Neutral. These can be found in the Isle of Gods.
Palace guards: 3 or 4 good.
Paperboys and papergirls: Neutral.
Pigeons: Neutral.
Priests and priestesses: These vary by deity. Men or women who are called "zealous", "godly", "prayerful", "pious", "believing", "holy", "religious", or "pietistic" are also priests and priestesses (and if you look at them, their descriptions will identify which deity they worship). Attacking any of them can bring the entire God Squad down on you (see God Squad) unless you kill them quickly enough or unless the God Squad's dead. The ones that are explicitly named priests and priestesses don't always have their deities' names in their descriptions, but they can still be easily identified by looking at their holy amulets or symbols (or Major Shield/Minor Shield, since they usually have one up), and tend to say their deity's name, if you wait. Found all over Ankh-Morpork, but especially on God Street and the Street of Small Gods. By deity:
    Pishe: 25 degrees good.
    Gufnork: 4 to 9 degrees good, usually 6 or 7.
    Gapp: 2 or 3 degrees good, usually 3.
    Sandelfon: Neutral.
    Fish: 1 degree evil or neutral, more commonly 1 degree evil.
    Hat: 3-6 degrees evil, usually 5.
    Sek: 20, 23, 26, or 28 degrees evil.
Rats: Neutral.
Sailors: Usually neutral, can also be 1-3 degrees good or 1-2 degrees evil. (1 degree good and evil are more frequent than more extreme alignments, but much less frequent than neutral.)
Sailors that are called something else. Captains, crewmen, deckhands, first mates, helmsmen, seafarers, and skippers are also sailors, but these varieties are 2 or 3 degrees good--more often 3.
Servants: Neutral.
Street urchins: Neutral.
Starlets: Neutral. These can be found in the Isle of Gods.
Tallywomen and tallymen: Neutral.
Thieves: 2 degrees evil.
Tourists: Neutral.
Town criers: Neutral.
Tricksters: Neutral.
Trolls: Neutral.
Troll starlets: Neutral. These are found on the Isle of Gods.
Troll warriors: Neutral.
Warriors: Dwarf and troll warriors are neutral, but human ones range from at least 5 degrees evil to 6 degrees good. Alignment may depend on their description.
Watchmen: 1 good or neutral.
Weapons masters: 4 or 5 degrees evil.
Witches: Range from at least 4 degrees good to 9 degrees evil. They're also called hags, crones, and girls, and can be identified by warts being mentioned after their descriptions. There doesn't seem to be a correlation between their descriptions and their alignment.
Wizards: Neutral.
Women: Neutral. (As in, npcs which are just called "an interesting woman", for example.)
Zombies: Neutral.

Docks


Drunks: These seem to come in two basic varieties (you can tell them apart by looking at them):
    Priests and priestesses of Hat: These range from at least two to nine degrees evil.
    Others: These are 1 or 2 degrees good and have various non-Hat-related descriptions.
Figures: Neutral. These sell various things.
Fishermen: Mostly neutral or 1 degree evil (neutral about twice as often), sometimes 2 degrees evil.
Fishmongers: Range from at least 4 to 6 degrees good.
Fixers: Range from 1 degree evil to 2 degrees good. They sell various things.
Hawkers: Neutral. They sell various things.
Quiet people: Neutral. They sell various things.
Seagulls: Neutral.
Smugglers: Range from at least 3 degrees evil to 2 degrees good. They sell various things.
Suspicious character/person: Neutral. They sell various things.

River and underdocks

The muddy and solid parts of the river are safe to walk on, as are the underdocks.


Crabs: neutral. Show up everywhere but the liquid part of the river.
Evil-looking rats: usually 4 or 5 degrees evil, sometimes 8. Show up everywhere but the liquid part of the river. These attack, but are not much tougher than regular rats.
Fish of various types: Neutral. Show up in the liquid part of the river.
Boys: 5 degrees good. Show up on the underdocks.
Girls: 4 or 5 degrees good. Show up on the underdocks.
Men: 1 or 2 degrees good. Show up on the underdocks.
Rats: neutral. Show up on the solid/muddy parts of the river.
Scavengers: 1 or 2 degrees good. Show up on the underdocks.
Seagulls: neutral
Toads: neutral. Show up on the solid/muddy parts of the river.
Women: 1 or 2 degrees good. Show up on the underdocks.

The Tump


Bunnies: Neutral.
Rabbits: Neutral.
Rabid rabbits: Neutral. Will attack, but are only about as tough as normal rabbits.

Hide Park


Bunnies: Neutral.
Rabbits: Neutral.

Bes Pelargic

Carrying weapons openly without a permit here is illegal; if a imperial guards see you with them, they'll take them away and you'll have to buy them back from the confiscated item shop to get them back. Guards also attack you if they see you fighting. You can buy a permit from a shifty looking man, but since the price increases with your guild level, you may want to buy one from a player shop instead. All of the animals here--dogs, ducks, hogs, sows, peacocks, rats, and snakes--seem to be neutral.


Beggars: Neutral.
Calligraphers: Range from at least 3 to 5 degrees good.
Children: 2 degrees good.
Civil servants: 2 to 4 degrees evil
Dockers: Neutral.
Dogs: Neutral.
Ducks and ducklings: Neutral.
Farmers: Range from at least 2 to 7 degrees good.
Hags: Neutral.
Hogs: Neutral.
Imperial Guards: Usually range from neutral to 4 degrees good, rarely 1 degree evil.
Kabuki actor: Range from at least 2 degrees evil to 2 degrees good, neutral about half the time.
Laggy-san: 5 degrees evil.
Mandarins: Range from at least 2 to 5 degrees good. Family seems not to matter.
Men: Neutral.
Merchants: Neutral. May come with:
    Bodyguards: Range from 1 degree good to 1 degree evil.
Monks: Neutral.
Ninja: Neutral.
Noblemen: Range from at least 4 degrees good to 3 degrees evil. These come with two to five bodyguards (usually four or five) who are all within two degrees of the nobleman's alignment (and may have a more extreme alignment than the nobleman they're protecting). Family may or may not matter.
Noh actor: Range from at least 2 to 5 degrees good.
Officers: Neutral.
Old men and women: Neutral. There may be some punishment later on for attacking them or having attacked them.
Pickpockets: 2 degrees evil.
Poets: Range from at least 3 to 5 degrees good.
Rats: Neutral.
Rickshaw drivers: Neutral.
Sailors: Neutral.
Saleswomen/Salesmen: Neutral. Same as merchants.
Samurai: Range from at least 2 to 7 degrees good. Family seems not to matter.
Scribes: Range from at least 2 to 7 degrees good.
Sensei: Neutral.
Shoppers: Neutral or 1 degree good, usually neutral.
Sows: Neutral.
Sweepers: Range from at least 3 to 7 degrees good.
Traders: Neutral. Same as merchants.
Tsimo handlers: Neutral. Come with:
Tsimo wrestlers: Neutral.
Urchins: Range from at least 3 to 6 degrees evil.
Vendors: Neutral. Same as merchants.
Women: Neutral.
Youths: Neutral.

Hong Pagoda Gardens


Gardeners: Neutral.
Peacocks: Neutral.
Ritual guards: 1 degree good.
Snakes: Neutral.
Vine trellises: Neutral.

Family estates

Reportedly, attacking npcs in the family estates can cause huge groups of guards to appear. Proceed at your own risk.

Fang Estate

This estate features a large lake, which is where all the animals are. The lake isn't too difficult to swim in, but there are underwater rooms so it is possible to drown.
Cranes: Neutral.
Egrets: Neutral.
Family guards: Neutral.
Fish: Neutral.
Geisha: Usually neutral, sometimes 1 degree good.
Herons: Neutral.
Koi: Neutral.
Water dragons: Neutral.

Hong Estate


Gardeners: Range from at least 7 to 20 degrees evil.
Geisha: Range from at least 2 to 9 degrees evil.
Family guards: Range from at least 1 to 24 degrees evil.
Servants: Range from at least 2 to 24 degrees evil.

McSweeney Estate


Eunuchs: Neutral or 1 degree evil.
Family Guards: Range from at least 2 degrees evil to 1 degree good.
Gardeners: Range from at least 1 degree evil to 2 degrees good.
Geishas: Neutral or 1 degree good or evil.
Gnolls: Neutral or 1 degree good.
Guards: Neutral or 1 degree good. These guard the entrances to the men's and women's wings.
Maids: Neutral.

Sung Estate


Family Guards: Range from at least 1 degree good to 2 degrees evil. Usually neutral or evil; neutral about twice as often.
Geishas: 2 or 3 degrees evil.

Tang Estate

The animals here are in the surrounding walkway/garden, not indoors.


Family Guards: Range from at least 2 to 23 degrees good.
Gulls: Neutral.
Peacocks: Neutral.
Pelicans: Neutral.

Bleak Prospect

There are auto-attacking zombies here from at least the afternoon to the nighttime.


Cats: Neutral.
Chickens: Neutral.
Children: Neutral.
Ducks: Neutral.
Farmers: Found in the pub. Neutral.
Farmhands: Neutral.
Lasses: Neutral.
Mice: Neutral.
Old coots: Found in the town hall. Range from at least 43 degrees evil to 31 degrees good. Evil ones seem more common, but it's probably random or semi-random.
Peddlers: Neutral.
Pigeons: Neutral.
Sheep: Neutral.
Zombies: 5 degrees evil.

Bois

The town of Bois and the surrounding forest. Children and villagers are only found in the town; does, rabbits, and foragers are found in the forest and disappear when night falls. Woodcutters are found in both areas.


Children: Neutral
Does: 4 degrees good or 4 degrees evil (about 1/4 seem to be evil).
Foragers: 4 degrees good.
Rabbits: Neutral.
Villagers: Neutral.
Woodcutters: Neutral.

Brown Islands


Crabs: Neutral. Found on the rock in the ocean.
Jellyfish: Neutral. Found in the ocean.
Natives: Neutral.
Sailors: Neutral.

Djelibeybi

Killing priests or cats here will get you thrown in the crocodile pit, if the priests catch you after you do it, so some swimming and rock climbing skills may be necessary if you plan on doing that.


Ambassadors: 2 degrees good.
Architects: Range from at least 14 degrees evil to 36 degrees good.
Camels: 2 degrees evil
Cats: Neutral.
Ceremonial guards in the Djelian Guard: Mostly 1 degree evil, sometimes 2 degrees evil.
Ceremonial sentries in the Djelian Guard: 1 degree evil.
Children: Neutral, unless they're the pickpocketing ones--those are 2 degrees evil.
Dealers: Range from at least 1 degree good to 2 degrees evil.
D'reg: Range from at least 13 degrees evil to 7 degrees good.
D'reg women: 1 degree good.
Engineers: Usually 2 degrees good, sometimes 1 degree good.
Farmers: Range from at least 3 degrees good to neutral.
Hashishim: Range from at least 3 degrees good to 3 degrees evil. They are spacey, dazed, beautific, and giggly men and women.
Ibises: 5 degrees good.
Labourers: 1 degree good.
Madmen: See "Priests and priestesses". They don't count as priests themselves, but priests of the same deity will assist them.
Men: 1 degree good. (I.e., "a sombre young man", for example.) (This doesn't include Hashishim.)
Merchants: Range from at least 1 degree good to 1 degree evil.
Palace guards: 1 degree good.
Party-goers in Hat's temple: 5 degrees evil.
Priests and priestesses, by deity:
    Bast: 10 degrees evil.
    Bunu: 1 degree good.
    Cephnet: 6 degrees good.
    Cephut: 6 degrees evil.
    Dhek: Neutral.
    Fhez: 2 degrees evil.
    Gil: Neutral.
    Hast: 2 degrees evil.
    Hat: 5 degrees evil.
    Herpentine triskeles: 17 degrees good.
    Jeht: 3 degrees good.
    Juf: 6 degrees good.
    Ket: Neutral.
    Khefin: Neutral.
    Nept: 2 degrees evil.
    Nesh: 1 degree evil.
    Net: 9 degrees evil.
    Orexis-Nupt: 2 degrees evil.
    Ptooie: 9 degrees evil.
    Put: Neutral.
    Sarduk: 13 degrees evil.
    Scrab: 6 degrees evil.
    Sessifet: 16 degrees good.
    Set: 12 evil.
    Sot: 5 degrees good.
    Teg: 1 or 2 degrees good.
    Ugizalizai: Neutral.
    Vut: 4 degrees evil.
    What: 36 or 37 degrees good.
   : Yay: Neutral.
Recruits: 3 or 4 degrees evil.
Sailors: Range from at least 6 degrees evil to 13 degrees good.
Scarab beetles: 3 degrees good.
Scorpions: 3 degrees evil.
Scribes: Range from at least 5 degrees good to 9 degrees good.
Snakes: Neutral.
Soldiers: Range from 4 degrees good to 4 degrees evil. Priests will assist them.
Stone masons: Range from at least 3 degrees good to 5 degrees good.
Suspicious-looking woman/man: Neutral. May be hiding.
Tortoises: Neutral.
Traders: Neutral. (Not including fig traders.)
Tramps: Range from at least 5 degrees good to 17 degrees evil.
Vagabonds: 5 degrees evil. May be hiding.
Warriors: Range from at least 47 degrees evil to 40 degrees good.
Wizards: Neutral.
Women: 1 degree good. (I.e., "an old woman", for example.) (This doesn't include Hashishim.)

Escrow

There are a few things to note about this area. First, killing the locals (aside from vampires) will get you thrown to the werewolves, who will attack you and break your legs. Second, in the nighttime there are aggressive vampires.


Vampires: Range from 3 - 5 degrees evil, usually 4 degrees evil. They show up at night and look like a "slinky girl", "young man", "slim woman", or "handsome man" (though there may be others). They are aggressive, and though they don't pursue, if you leave the room while fighting them they'll follow after a little while. Their bite does occasional damage and leaves you under a negative stat effect (appears to be -2 dex, -2 int, -2 str, -2 wis), but it will wear off on its own after a few minutes or so.

Genua City


Agitators: Neutral.
Beggars: Neutral.
Bullfrogs: Neutral.
Cadgers: Neutral
Children: Neutral, except for the ones whose descriptions say they're no stranger to the streets--those are 4 degrees evil.
City guards: Usually 18 or 19 degrees good, sometimes 17 degrees good.
City sergeants: 18 or 19 degrees good
Citizens: Neutral.
Coachman mice: Neutral.
Courtesans: Neutral. Some of them are city guards in disguise; these consider much tougher and soul/say things to you. The guards in disguise are neutral until they reveal themselves (they'll do this if you attack them--or, probably, attack someone else in their presence); afterwards they have normal city guard alignment (17-19 good).
Dealers: Neutral.
Drunkards: Neutral.
Fireflies: Neutral. Genua City Park only.
Fishermen: Neutral.
Gentlemen: 9 degrees evil.
Hitmen: Range from at least 34-37 degrees evil.
Labourers: Neutral.
Knights: 9 degrees good. They will assist citizens and guards, and probably any npcs you try to fight in the same room as them.
Maids: Neutral. Found in the Musketeers' guild building.
Mana Rosa: Neutral. These have short descriptions that look like, "<adjective> man" or "<adjective> woman", and if you look at them it says they're with the Mana Rosa.
Men of low moral fibre: 9 degrees evil. May be hiding.
Mendicants: Neutral.
Mercenaries: Neutral.
Merchants: Neutral.
Musketeers: Mainly 1 degree evil, sometimes neutral, 1 good, or 2 evil.
Noobie: 36-37 degrees good
Officers: 9 degrees good.
Pirates: 8 or 9 degrees evil.
Schoolgirls/schoolboys: Neutral.
Shady characters: 9 evil.
Smugglers: 4 degrees evil. These sell things.
Smuggler captains: 18 degrees evil.
Snakes: Neutral.
Soldiers: Usually 9 degrees good, sometimes 8 degrees good.
Street cleaners: Neutral.
Traders: Neutral.
Women of low moral fibre: 9 degrees evil. May be hiding.
Zombie town criers: Neutral.
Zombies in graveyard: 8 degrees evil. Aggressive.

Barracks


Army cook: Neutral.
General Sallyforth: Neutral.
Knights: 9 degrees good.
Soldiers: Usually 9 degrees good, sometimes 8 degrees good.
Wounded soldiers: Neutral.

Casino

Apparently killing npcs here will make you a target of hitmen (may only apply to the npcs upstairs).
Buffet girl: Neutral.
Cigarette girl: Neutral.
Gamblers: Neutral.
Heavily muscled man: 9 degrees evil.
Security guards: Neutral.

Racetrack

Note that the racetrack is associated with one of the Coffee Nostra families, so killing npcs here may have consequences, such as hitmen.
Albert Dimagio: 8 degrees evil.
Gentlemen: 9 degrees evil.
Gamblers: Neutral.
Phillip 'the beard' Persico: Neutral.
Punters: Neutral.
Stablehand: 4 degrees evil.


Tacticus Academy


Security guard: Neutral
Schneider (headmaster): 4 degrees evil.
School janitor: Neutral
Schoolboys: Neutral.
Schoolgirls: Neutral.
School nurse: 9 good
Teachers:
    Ray, Sworde: 4 degrees good.
    Filius, Steele, Goghson: Neutral.

Lancre Town


Boys: 15 degrees good.
Chickens: 1 degree good.
Dames: 2 or 3 degrees good.
Frogs: Neutral.
Girls: 15 degrees good.
Householders: 2 degrees good.
Housewives: 1 or 2 degrees good.
Locals: 2 or 3 degrees good.
Lodgers: 2 or 3 degrees good.
Rustics: 2 degrees good.
Subjects: 1 or 2 degrees good.
Teenagers: Range from at least neutral to 2 degrees evil.
Tenants: 2 or 3 degrees good.
Townsmen: 2 or 3 degrees good.
Yokels: 2 degrees good.
Youths: 1 degree evil.

Lancre Castle

South of Lancre Town. As of yet, this is just the area around the castle, since the castle itself isn't open yet.

Bears: Neutral.
Children: Neutral.
Mothers: Neutral.
Woodcutters: Neutral.

Lancre villages: Bad Ass, Brass Neck, Creel Springs, Mad Stoat, Mad Wolf, Razorback, and Slice

These all have basically the same npcs, with the exception that Razorback has a few extra types.
Children: Neutral.
Farmers: Neutral.
Field mice (field in Razorback only): Neutral.
Rats (field in Razorback only): Neutral.
Sheep (Razorback only): Neutral.
Shepherds: Neutral.
Villagers: 3 degrees good.

Ohulan Cutash


Barge sailors: Neutral.
Cows: Neutral.
Farmers: 3 degrees good.
Peasants: Neutral.
Soldiers: 1 degree good.
Strongarms: 2 or 3 degrees evil, usually 2.
Town guards: Neutral.
Tramps: 1 degree good.
Zoon liar: 2 degrees good.
Zoon sailors: 1 degree good.

Sto Lat

Killing people here can get you catapulted out of the city if the royal guards catch you. (This can be deadly, depending on your hp.)
Beekeepers: Range from at least 10 evil to 26 good.
Blackbirds: Neutral.
Brawlers: 1 or 2 degrees evil.
Bums: Neutral.
Butterflies: Neutral.
Children: Range from at least 30 degrees evil to 33 degrees good.
Crows: Neutral.
Dogs of various kinds: Neutral.
Drovers: Range from at least 10 good to 41 evil.
Drunks: Range from at least 43 degrees evil to 11 degrees good.
Executioners: Neutral.
Jesters: Neutral.
Merchants: Range from at least 12 good to 13 evil.
Mourners (cemetery only): Neutral.
Noblewomen: Neutral.
Peasants: Range from at least 44 evil to 26 good.
Pie sellers: Neutral.
Pigeons: Neutral.
Priests
    Jimi: Neutral.
    Pishe: 25 degrees good.
    Reg: Neutral.
Rich men: Range from at least 9 evil to 39 good.
Rich women: Range from at least 30 evil to 39 good.
Royal Guards: Range from at least 25 evil to 5 good.
Royal judges: Neutral.
Sparrows: Neutral.
Starlings: Neutral.
Thieves: 1 degree evil.
Thrushes: Neutral.
Tinkers: Range from at least 22 good to 5 evil.
Warehouse workers: Range from at least 29 evil to 11 good.
Washerwomen: Range from at least 40 evil to 4 good.

See also

External links

DWPriests: List of NPC alignments