folkie: (Default)
folkmore mod ([personal profile] folkie) wrote in [community profile] folkooc2022-04-30 08:23 am

NPCs

Non-Playable Characters
The Fox & Company

[ Frequently Asked QuestionsSchoolsFull Navigation ]


The Fox

The Fox is the creator of Folkmore and the reason your character has been pulled into this madness. The Fox is an omniscient entity that has incredible reality-warping abilities. She is, quite literally, a magical fox who can take the shape of a humanoid woman who looks an awful lot like Taylor Swift! The Fox is sometimes referred to as "Thirteen" as she believes in the lucky number thirteen.

Thirteen has a variety of iterations that embody different personas that are all intrinsically true to who the Fox is. The Fox is, after all, an actual fox, and so she does not really believe in true good or evil or even neutrality and instead believes that the universe exists on the balance of all things existing at the same time. She thinks everyone is capable of good, bad, and otherwise and believes in the potential of sentient beings.

Thirteen harnesses the Power of Lore and uses it to maintain Folkmore and the existence of your characters. While she appears godlike, she refuses the title of God.

Her personality can drastically vary depending on the iteration of her you experience. No matter how humanoid she may appear, she is always distinctly not human. Everyone can feel it, even if you don't have a knack for that kind of thing, and looking her in the eye in her human form still feels like looking in the eye of a wild animal. She is unpredictable, chaotic, kind, selfish, loud, quiet, romantic, cynical, and everything else a person could possibly be.

Flirting or attempting to seduce Thirteen will get you nowhere. She won't even be offended - she just simply will not notice or appear to not understand. After all, she is a fox - even if she looks like a pretty woman sometimes.

You can use this page as a starting point of interactions between your character and the Fox. You are allowed to use her as a semi-playable character through her iterations as the various headmistresses. There will be times that the mod account will provide chances to have actual interactions with her during special events or posts. Characters are encouraged and allowed to forge unique relationships with her.

She may not always be present or easy to find, but most characters will eventually meet her.


The Magical Folks of Folkmore ... and Friends


For the most part, spirit folk populates Folkmore alongside Star Children. However, through Trials, Thirteen occasionally summons some of her friends to wreck a little chaos on Folkmore or introduce interesting challenges. She refers to these friends as the "Muses" of which she considers herself a part. Maybe it's just a dope club of insanely OP beings or they are literal muses - who knows!

You are allowed to invent fitting NPCs for the setting. Most NPCs should not really be "characters" so much as fun little ideas. You can give silly names and basic personalities or consistent patterns of behavior, but none of them should really have prominent "backgrounds" or characterization. You do not need to ask permission to do this.

Kuma Lisa Iteration
When functioning as the headmistress of Kuma Lisa, Thirteen appears as a well-dressed woman who is orderly and polite. She is endlessly patient and a little on the playful side. This is one of the most perceptive iterations of Thirteen as she treats standardized education as an equal opportunity field and values meeting the unique needs of her student body. She cares about allowing education for everyone regardless of their background and will provide any resource her students require. She is insightful and kind. She can be a bit competitive and encourages a healthy atmosphere of harnessing talent and maintaining balanced rivalry. She embraces all fields of study ranging from language to history to art to music and more.

While this is an iteration of Thirteen, many on-campus simply refer to her in this form as Kuma Lisa. To those who defile her school or cause trouble in class, she will subject them to detention and don't bother trying to escape - you really think you can escape the boring afterschool hours of a reality-warping entity? Try again. If teachers are struggling with students, they can put them in detention formally with a slip and Kuma Lisa will make sure it happens. But don't worry, students, she realizes when a teacher is abusing their power and won't punish anyone unjustly.

Similarly, if a teacher is caught acting inappropriately, she will have no problem putting them in teacher detention either.
Agrona Iteration
No one really expects this as the headmistress of Agrona, but this iteration of Thirteen is arguably one of the strongest and most chaotic. She often strolls about in bold colors and dramatic fashion, her hair in tight curls and bedazzled glasses with a martini in hand. She has a devil-may-care attitude and hardly seems professional. Many refer to her as Agrona and can find her sunbathing in the scorching desert heat. She barely seems to care about being a headmistress at the surface, but if someone genuinely asks her for help, she will groan and begrudgingly agree...

And boy, will she help! Agrona throws one hell of a punch that would put One-Punch Man to shame. She's a fortress of absolute strength and unwavering willpower and is actually probably one of the best teachers one could ask for. She's highly skilled in combat, understands every weapon intimately, and isn't someone to be messed with. If you can't find a teacher or a suitable class, Agrona will give you personal lessons. She is capable of watering her powers down drastically for beginners and amping them all the way up for pros. You will get stronger working with her.

Unsurprisingly, she has an intense temper, but mostly towards bigots. She loathes people who put others down for reasons they can't help and will come to bat for you. She detests bullies and will always stick up for the underdog. Despite her harsh and blunt personality, she seems to be a generally good iteration. She's just kinda eccentric.
Baba Yaga Iteration
Otherwise known as "Baba Yaga" - this is the powerhouse of Thirteen's core magic. She manifests firstly as a walking house, but also as a witchy iteration of herself. Baba Yaga is aloof and mysterious, having little to say but much to offer. This is a more animal-based iteration, something emotionally distant yet sophisticated in the way she interacts with her student body. She depends more heavily on "feeling" and the push of magic and will provide lessons by virtue of her presence rather than direct conversation. Many rarely actually see this iteration, but when they do, they feel a bit like they are hallucinating her. Raw Lore floats around her, giving her an enchanting, surreal appearance.

She regularly shifts in and out between being the house, the woman, and a fox. This is her least stable iteration as she is allowing herself to open up her magic for others to use as a training base. Baba Yaga typically prefers focusing on keeping the magic of Star Children safely contained in the school and keeping everyone involved safe. Baba Yaga is one of the few iterations that can be found wandering all throughout Folkmore, keeping the world in balance.

She can often be heard singing and many have come to recognize her siren call in Exile. If she thinks you make a promising student, she will often guide you to the physical school through her music or magic.
Amrita Iteration
Appearing as a woman dressed in khakis, a clean-cut shirt, and high boots, this iteration is a serious and intense woman often referred to as Amrita. Amrita is not one for jokes or fooling around and takes her job as headmistress seriously. No one would refer to her as kind, but she is diligent, thorough, and dedicated to her job. She is effortlessly confident in all subjects of survival and has an iron stomach. She is a practical iteration who believes practice makes perfect and isn't afraid to get dirty. She is strict but the results are worth it. You will absolutely learn what you need to learn at her school and be a master of your craft because of it.

Amrita is research-heavy based and believes in hands-on experience above paperwork and testing. She does not believe in grades or performances and instead encourages striving to be better for the sake of harnessing raw talent. She believes that anyone can be good at anything if they just try and focus. Amrita inherently sees the best in both her students and teachers and won't tolerate any negativity projected onto themselves or each other.

In her eyes, you need to support each other or else all of society will fall apart. Despite her cold and distant personality, she deeply values connections between people and thinks that relationships are the foundation of progress. "We survive for each other. We excel for each other."
Thoth Iteration
Like the Agrona iteration, the Thoth iteration of Thirteen is a bit unconventional. She is hardened by the conditions of Wintermute and often walks around in leather spikes and studs. It's hardly what one might expect a genius of technology to look like, but she has invented most of her own clothes to have special properties and believes that individuality is the heart of innovation. To be a creator, to be an inventor is to be unique and she believes in expressing yourself in order to be the best version of yourself. Thoth will also appear as a white fox at times and regularly round up poor lost souls in Wintermute should the need arise.

Thoth is one of the least present headmistresses as she is usually busy exploring about for new resources and ideas throughout the multiverse. She's more interested in seeing what you can do than really teaching you anything. Thoth more likely to hook you up with a teacher she thinks will suit your needs. This is mostly due to the fact that Thoth treats her school as a research lab. This isn't exactly a school for beginners and it certainly won't feel like it. You might want to take some lessons at Kuma Lisa before going to Thoth if you aren't already familiar with these kinds of studies.

Thoth embraces wild ideas and stupid experiments. She is definitely one of those science-type people who think explosions are a fun lesson and is a bit more on the chaotic side of Thirteen's spectrum.
Jewelia Iteration
The ocean always changes, aquatic life continually adapts, art is an ever shifting process, and we are all three. That's Thirteen's attitude in this iteration as the headmistress of Jewelia. If you stand still, if you refuse to adapt, like a shark stopping to swim you'll fail—possibly even die. That may be why she praises the finger painting of beginners at her primary school while scoffing at masterpieces from students at her university. Quantity over quality, some students whisper. Jewelia, as they call her, would say that you learn more from the process of making a hundred droopy clay pots than one perfect one.

Jewelia dresses in simple elegant fashion with clear diamond jewels and incredible makeup game. You never see the same look twice. It's not what everyone expects from the headmistress of the artsy academy, but if you look closer into her eyes, you may lose yourself in their depths and gain an understanding you never quite manage to express in art. Something always feels off.

Everyone hits rock bottom, creative blocks, or other problems. When students come to her for help, Jewelia is compassionate, never mocking anyone regardless of the issue. She's a great listener who will talk at length to understand the root of the problem. That talk is followed by a blunt serving of truth ice cream (home-made!) and whatever personal trial she tosses you in to work your way out to the top. Don't worry, she'll send another Star Child or two along to join you.
Lavender Iteration
You're as likely to see the principal of the Lavender Institute for the Mind in your dreams or when you lose focus as you are face to face in physical space. Lavender, as they're called, knows everyone creates their own reality, so they might as well meet you where it all begins! Their presence influences dreams, daydreams, and even idle trains of thoughts. You might gain insight into your own thought processes as a result. When you meet Lavender face to face, reality starts to feel more dream-like and malleable—less solid. If you're having trouble staying on your own two feet, keep a goat by your side to ground you.

It's often hazy and difficult to pin down exactly what Lavender looks like. They dress simply in homespun clothes—a shift, a toga, no a simple kaftan. Sandals… or perhaps barefoot. Lavender's hair is definitively worn down. They never seem to carry anything with them.

Lavender pushes their students and Star Children toward understanding how the mind works, especially their own. They don't give advice on situations or tell anyone what to do. However, they will push and pull on your sense of reality to help you reach understanding of yourself. That's Lavender's idea of potential. Do with your understanding as you will.

More than anything in the world, Lavender loathes self-deception. People who lie to themselves should be wary of coming near Lavender. They will welcome you in and smash that insult to making informed decisions down until you face the ugly truth behind it. Trials, curses, call it what you like. It's for your own good.
Spirit Folk (General NPCs)
Folkmore is heavily populated with unusual creatures as its general population. Instead of humanoid-NPCs working in the various towns, you have spirit creatures of all shapes and sizes. Maybe you buy milk from little mushroom people or go to lunch at a stall run by a giant frog creature. It quickly becomes the norm to see beings you would expect out of a Studio Ghibli movie! These NPCs are exclusively referred to as "spirit folk" and can be pleasant, awful, or just neutral.

Some of the spirits are saving up on Lore so that they can part from Folkmore and go elsewhere. Ask about it sometime and they will explain that spirits are transient beings constantly seeking to go from one place to another and gather magical energy throughout time and space. They might have fun stories from other worlds they have visited while other spirit folk has no recollection of other places they have been. These are not spirits as in "deceased people" but merely sentient entities that transcend traditional beings. Feel free to get creative with the kind of spirit folk your characters run into!

Spirit folk cannot be injured or killed. If they sense danger, they simply vanish! Some might offer themselves up to be saved during Trials, but they are never really in harm's way. Chances are good that Thirteen has offered to pay up some Lore to them to participate.
Golems
The product of ingenuity and mastery of harvesting Lore energy: Golems. Golems populate Folkmore in every area and are scattered about across the land, ready to aid Star Children regardless of their goals. Golems appear as large, robotic like creatures with a variety of aesthetics. They come to life when a Star Child is near, but otherwise, they remain completely stationary. This has led to many Golems being forgotten over time, turning to rust at the joints and having moss grow over their bodies. Some take a while to wake up in the presence of Lore. Once you are done with a Golem, you can tell them so or say 'good bye' and the Golem will shut back down. Otherwise, Golems will assume they are needed and follow a Star Child.

Golems are not particularly fast or intelligent. They are inherently gentle beings, reacting to basic stimuli, and seem to lack any ability to exist on their own terms. They are without soul or independent functioning. They feel no pain, no emotions, but it may be easy to project onto them anyway. They will not fight back against violence, but they will protect Star Children and other living beings from danger by using their bodies or causing distractions. They can lead the way to valuable resources such as food, clean drinking water, and shelter. If you give them basic instructions, they can follow them, though they might get a little confused.