NPC Colonies
NPC Colonies
NPC Colonies are system-controlled colonies. They help the world feel populated without being the same as player-run colonies.
Faux and System Ownership</h2]
Some NPC or system records may belong to Faux, the site/system sender and world-side owner used for automation. Faux is not the same character as F.O.X.S..
System ownership prevents NPC creatures from behaving like ordinary player pets.
[h2]NPC Pets Are Not Normal Player Pets</h2]
NPC pets should not leak into player ownership through ordinary menus, adoption lists, colony rosters, or transfer tools.
If an NPC pet is meant to become adoptable, it should happen through a deliberate feature that moves the pet properly. Otherwise, it should remain on the NPC/system side.
[h2]NPC Colony Limits</h2]
NPC colonies may be capped or handled differently from player colonies. They should not freely sprawl across normal territory systems like a player group unless a specific feature allows it.
[h2]Territory and Encounters</h2]
NPC colonies or pets may appear in:
- Territory pressure.</li]
[li]Rogue or hostile encounters.
- World events.
- Story and background systems.
[h2]Faux Messages</h2]
Faux may send system messages about deaths, events, consequences, or other automated outcomes. Death-related messages should use the former owner or death record when needed, because a dead pet may move to the system side after death.
[h2]Related Pages
[li]Rogue or hostile encounters.
[b]Echo Note - Living colony boundaries</b]
NPC colonies can make the world feel alive, but they need safe boundaries. NPC pets should not leak into player ownership, and NPC territory behavior may be capped or handled differently than player territory.
~Echo
