NPCs & Neural Identity
A Mistscale NPC is a persistent character built from three layers: Identity (name, voice, backstory), Cognitive (traits, goals, fears), and Knowledge (lore files). Together they produce behavior far richer than any dialogue tree.
Every NPC is built from a layered identity. The dashboard exposes three layers when you create or edit an NPC: Identity, Cognitive, and Knowledge.
Identity
Name, voice, backstory, speaking style. The surface: how the NPC sounds and presents itself.
Cognitive
Personality traits, goals, fears, things the NPC will not reveal. The inner logic shaping every response.
Knowledge
Optional lore documents the NPC draws from. Used to ground answers in your world.
Identity fields
nameDisplay name the NPC introduces itself with.
voice_idVoice profile used for spoken output.
backstoryThe NPC's history. Anchors who they are and where they came from.
speaking_styleTone and cadence guidance (e.g. "gruff, short sentences").
Cognitive fields
personality_traitsComma-separated traits like "patient, wary, sharp-tongued". Constrains how the NPC reacts.
goalsWhat the NPC wants. Used by the planner to bias actions and dialogue.
fearsWhat the NPC avoids. Drives defensive and evasive behavior.
will_not_revealSecrets the NPC will dodge or refuse to discuss.
Note
Identity is stable. Names and backstories don't drift. Mood, emotion, and relationships evolve through interaction. See the next sections for how.