A complete reimagining
The morality system in Fable (2026) has been rebuilt from the ground up. Ralph Fulton was explicit about the philosophy: "There is no objective good, there is no objective evil. Really it's just about people's subjective opinions based on what they like or what they choose to value in someone."
This is a fundamental departure from the original trilogy. Those games had a binary good/evil slider. Do good things, your character grows a halo and glowing eyes. Do bad things, you sprout horns and your skin darkens. The slider determined how the world saw you. That system is gone. See the reputation article for how the replacement system works mechanically.
Actions require witnesses
Actions only gain moral weight when witnessed by at least one other person. If nobody sees you steal, nobody knows. If nobody sees you save someone, nobody credits you for it. The morality system is observation-based, not omniscient.
This creates a world where the player can be a hero in one town and a villain in another, depending on what was witnessed where. It also means the player can game the system: commit crimes when nobody is looking, do good deeds when the crowd is watching.
Per-settlement opinions
Each settlement in Albion maintains its own independent opinion of the player. Your standing in Bowerstone can be completely different from your standing in Bloodstone. One town might see you as a generous benefactor. Another might know you as someone who evicted half the population from their homes.
This locality is the key difference from older Fable games. There is no global reputation score. There is no single label that follows you everywhere. Each community forms its own view based on what happened in its own streets.
The word cloud
Your reputation in each settlement is tracked through a "word cloud" system. The word cloud is a collection of tags that describe what you are known for in that specific place. Tags build up based on your witnessed actions.
Examples of how tags accumulate:
Kick chickens repeatedly in front of people: you become "Chicken Chaser" in that settlement
Buy property aggressively: tags like "rich" or "tycoon" appear
Fight heroically: people start calling you a hero
Commit crimes: negative tags build up among witnesses
The more people who witness a behavior, and the more often you repeat it, the more prominent that tag becomes in the word cloud. Frequent, public behavior dominates your local identity.
Subjective NPC judgment
Different NPCs interpret the same action differently. Fulton described this subjectivity as "probably representative of how morality exists in the world that we live in today." Even kicking chickens is not objectively good or evil, he said, in a way everybody will agree on.
One NPC might admire a wealthy property owner. Another might resent them. One might think fighting bandits makes you brave. Another might think it makes you violent. The same actions produce different reactions depending on who is watching.
The town crier
Players can hire the Town Crier to reshape public opinion. The Town Crier is an NPC who can be paid to spread a particular narrative about you in a settlement. This gives players a tool to manipulate their word cloud beyond just performing actions.
The specifics of how this works, what it costs, what tags can be promoted or suppressed, and whether NPCs eventually see through the propaganda, have not been detailed. But the existence of the mechanic means reputation management is an active system, not just a passive outcome of your behavior.
No character morphing
There is no character morphing in the reboot. Previous Fable games changed your physical appearance based on morality. Evil characters grew horns. Good characters got a halo. Heavy Will users developed glowing veins. Strength users became muscular. All of that is gone.
Fulton explained the removal: the old system relied on objective moral judgment, which the new game rejects. Without a good/evil slider, there is nothing to drive morphing changes. Your character's appearance stays as you set it in the creator.
Gameplay effects
Reputation tags and NPC opinions have concrete gameplay effects:
NPC dialogue and behavior change based on what they think of you
Shop prices can be affected by your local standing
Some quests become available or unavailable based on your reputation
Romance and marriage eligibility is influenced by NPC opinions
Evicted NPCs carry bitterness and change their disposition toward you
The system means that whose opinion matters to you is itself a choice. You pick which settlements you care about and which ones you are willing to burn your reputation in.