Non-Player Characters (NPCs) are made completely in the same way as PCs.
The game is made to be completely symmetrical in this sense.
I must emphasize the fact that wanderers are part of the world and not separate from it.
For NPCs, you can choose not to give them items or cultivations. Judges, think where they are currently in the world. Not everyone has the privilege, time, or skill to Cultivate.
Give them unique traits according to their being-hood, but think of them as rooted within the world.
For NPCs attached below, Speed is pre-rolled for ease of use by the Judge.
Swords Against Heaven does not start you off as heroes. It starts you off with impossible odds.
At Enlightenment 0 and on, you cannot cut swathes through minions.
You cannot ignore the strikes of “lesser” men.
You are the lesser man. And you must fight like it. You are the Wretched of the Earth.
Expect to die. But should you survive, expect to get stronger and stronger.
Approach every battle with care. Do not wade in to the fray, unless you can.
Look at your surroundings. Use the terrain. The weather. Stick close to your party members.
Don’t get surrounded. Use high ground.
If faced with overwhelming odds, even it out by focusing on one enemy at a time.
Focus-firing will save you. Killing one enemy first tips the economy of actions to your side.
Play the game. You will find Universe-Shattering Magicks and Technicks later.
Monsters and demons are things that will slay and kill and shatter you.
From the inside out. One shambling corpse is a harrowing task for two starting PCs.
Use holy water. Fire. Run. Utter rejecting mantras to keep it off of you.
The world is not fair, but you can even the odds with community and help.
This world is cruel and this world has abandoned us, but we will make it through. I am on your side.
Swords Against Heaven prioritizes the world rather than the players in encounter building. But in general, when populating dungeons, temples, raids, and so on, players will be able to handle X hostiles. With X being the number of Players.
This is a Normal Fight in the sense that they will most likely be able to get out of it alive. Not unscathed but at least alive. By the end of a Normal Fight, they should be forced to Channel 1-2 Spirit, to represent their dwindling resources.
Enemies that are of higher Enlightenment cost +.5 per EL difference. This means against EL 2 Wanderers, an EL 6 hostile values at 3 hostiles.
Enemies that are of lower Enlightenment cost -0.25 per EL difference. This means that against EL 2 Wanderers, an EL 0 hostile values at 0.50.
Finally, keep in mind—the average wanderer can probably handle up to 3 encounters before needing a Rest. After 3 encounters, resources are used up and they will be at the limit of their abilities violently speaking. Recommend avoiding fights when not needed—low Enlightenment Levels are reminiscent of Survival Horror in this game.