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NPCs and Pets

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NPCs

Players are free to utilize NPCs within reason. Servants, messengers, and other similar helpers can freely be used by any character who would realistically have access to them. These NPCs can not provide system bonuses in any way, can not operate as independent combatants, but can be flavoured as participating in combat alongside a player character. Doing so does not prevent the consequences of that combat, including injuries, from applying to the character. Players with rentals can not rez NPC guards or similar things that are expected to protect their rentals - those few rentals with explicit protection will have them rezzed by sim staff.

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Guards

  • If a place is guarded, you must attack and defeat or bypass (either by stealth or by being allowed past) all guards along your path to access the guarded area.

  • Guards will never attack anyone without a player character initiating the combat, and will only join those who want them to.

  • Guards allow consensual spars, duels or trials by combat and enforce agreed conditions unless a higher authority intervenes.,

  • Guards will attack law breakers alongside player characters if that character is attacking someone of equal or lesser social standing (listed below).

  • Guards will defend people being attacked for any other reason if the attacker is someone of equal or lesser social standing.

  • Guards consider the highest social standing in a group or of a person when determining who's side to join.

  • Guards consider planetouched to be the lowest social standing between Outsiders and their base race categorization. 

  • Treat NPCs like real, motivated characters who respond to cries for help and regularly patrol. Moving a few meters outside their chat range to do nefarious things is generally inappropriate without the consent of those affected.

  • Redford guards follow the social standing of:

    • Nuumanlon, Grimgaud, or Beleri nobles,

    • Redford business workers or Governed races,

    • Outsider races,

    • Darkling races. Redford guards will attack Darkling races alongside anyone for any reason, and will not protect them.

  • Deepway Guards follow the social standing of:

    • Vhaunlur or Felmire nobles,

    • Deepway business workers or Darkling races,

    • Outsider races,

    • Governed races. Deepway guards will attack Governed races alongside anyone for any reason, and will not protect them.

  • Faction guards consider faction members and anyone they specifically designate to be the highest social standing.

    • Faction guards will attack alongside or defend faction members (or those they designate) under any circumstance.

    • Factions can set their own social standing order beyond that. If they do not, everyone else is on equal social standing.

  • Business workers include both the owners and any of the legitimate employees of any approved businesses, not including businesses run out of personal rentals.​

  • Staff may override any or all of these rules in a scene as dictated by story circumstance.

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Pets

Mundane, normal pets (ex. cats, dogs, ferrets, snakes) are freely permitted, and can be flavoured to help in combat, but provide no system bonuses. Exotic, magical, or otherwise rare pets must have an inventory item that may be earned, looted, or otherwise acquired during play to use. Pets that have mechanical use in combat are considered companions (see below).

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Mounts and Companions

All mounts and companions must have an inventory item to be used, and must be properly represented on your avatar. Certain mundane mounts and companions (including horses) may be purchased at the stables, and exotic, magical, or otherwise rare mounts and companions may be earned, looted, or otherwise acquired during play.

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Neither mounts nor companions are stealthy. While using them, you can not roll to bypass enemy NPCs and can not roll Sneak checks against players.

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Mounts may not be taken into dungeons, caverns, or other places where they realistically could not or would not travel (confined spaces, building interiors, ship decks, the middle of a lake, etc.)

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Adventuring Areas

The snow layer as well as all dungeons are Adventuring Areas. Hostile NPCs in adventuring areas must be encountered to progress past them, and any skill checks may similarly not be walked by without being encountered. If an NPC has already been defeated (not merely snuck past) in a scene, they can be ignored for the rest of the scene if they respawn. In addition, while roleplay is naturally required (it is a roleplay sim, after all!), when fighting NPCs (or PCs who agree) a post from each player is only needed at the start and end of the fight, rather than on each turn.

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Orcrest Website by Phiona Mercy. Last Edit: October 25st, 2025

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