Who you can romance
Nearly every NPC in the game is a potential romantic partner. Ralph Fulton told GamesRadar that you can romance "nearly all" of the game's 1,000+ handcrafted NPCs, "with a very few exceptions." Those exceptions have not been specified, but presumably include characters like children or certain story-critical figures.
Gender does not restrict romance options. You can pursue any NPC regardless of gender, same as in Fable 2 and 3. The system is open by design.
How courtship works
You cannot just walk up to someone and propose. NPCs have preferences and standards. Fulton described the relationship flow in clear terms: "You can talk to them, you can romance them, you can marry them. You can divorce them or be divorced by them." The sequence matters. Courtship is a process.
Different NPCs are attracted to different things. "Some might be attracted to an honorable person, others might prefer dastardly rogues," Fulton said. This means your reputation in a given settlement directly affects who is interested in you. A villain can find love, but not with the same people a hero would attract.
Your reputation tags feed into this. If people in Bowerstone know you as a property tycoon, some NPCs there might find that appealing. Others might not. The system is built on the same subjective NPC judgment that drives the rest of the reputation mechanics.
Marriage
Marriage is confirmed. You can marry NPCs after building a relationship with them. The specifics of the ceremony, whether there is a quest or cutscene involved, and whether marriage grants mechanical benefits (shared income, stat bonuses) have not been detailed.
Fulton described the full scope of what players can do with NPCs to GamingBolt: "You could marry them all. You can have kids with them, you can hire them, you can fire them. They are just great fun." The phrasing makes clear that the system is designed to be both deep and playful.
Bigamy and multiple spouses
In previous Fable games, you could marry multiple people in different towns, since the morality and reputation systems were local. Each spouse did not know about the others unless you were caught. Given that this reboot also uses a localized reputation system, the same dynamic is possible. You could potentially have a spouse in Bowerstone and another in Bloodstone without either knowing, as long as word does not spread between settlements.
Fulton addressed bigamy directly. On the subject of marrying multiple people, he said: "The people you meet will have opinions about that if they find out." The system does not block you from having multiple spouses. It just makes sure there are social consequences if the information gets around.
Children
Having children is confirmed. How they work mechanically, whether they grow up over time, whether they can be interacted with in meaningful ways beyond their existence, has not been detailed. In Fable 2 and 3, children grew and could develop their own personalities, but they were relatively simple.
Divorce
Divorce can go both ways. You can divorce your spouse, but your spouse can also divorce you. This is a new wrinkle compared to earlier Fable games, where the player controlled whether marriages ended. Fulton mentioned it alongside the rest of the relationship flow: "You can divorce them or be divorced by them."
What triggers an NPC-initiated divorce is not clear. It may be tied to neglect, your reputation changing in ways the spouse dislikes, or other relationship decay. The economic consequences of divorce, if any (property division, lost income), have not been specified.
Love triangles
GamesRadar reported that love triangles are possible. If you are courting multiple NPCs in the same area and they find out about each other, complications arise. The exact consequences have not been detailed, but the fact that Playground Games specifically called this out suggests it is a designed scenario rather than an accident.
NPC preferences and personality
Each of the 1,000+ NPCs has a unique personality, moral worldview, and set of preferences. These influence who they are attracted to and what kind of behavior they tolerate. An NPC who values honesty will react differently to a known liar than one who admires cunning. This ties directly into the game's philosophy that the world reacts to you subjectively, not through an objective moral score.
NPCs also remember your actions. If you did something terrible in their settlement, courting them afterward will be harder or impossible depending on their personality. Memory and reputation are persistent.
No dog companion
Fable 2 introduced a dog that followed you everywhere. It became one of the most beloved features of the franchise. Fable 3 kept it. This reboot does not have one.
Fulton confirmed it directly in an interview with TheGamer: "Yeah, I did know I was going to get this question. And do you know what? There are some folks on the team that were relishing me getting this question because I cut it a while back."
He expanded on why: "For development reasons, right? I don't need to go into any more detail than that, except to say there are a substantial number of people on the team who have yet to forgive me for that decision."
He also noted that the original Fable did not have a dog. It was a Fable 2 addition. No replacement companion has been announced. Whether any NPC followers or animal companions exist in another form has not been confirmed.
Marriage in the broader game
Marriage feeds into the property and economy system. Having a family means having a home for them, which connects to property ownership. Your family's location, your spouse's feelings about your reputation, and how your lifestyle affects them all create interlocking systems. Whether children require feeding, housing upgrades, or other resource investment has not been confirmed.
The marriage system also connects to Fable's tone. Being divorced by an NPC because you kicked too many chickens in their village is exactly the kind of comedy the game is going for. Relationship consequences are meant to be both meaningful and funny.