/CORE RULE
New areas and points of interest may deepen established geography.
They may not rewrite it.
Every generated place must exist inside an established region, city, district, settlement, route, estate, or landscape shown or permitted by canonical Valeune geography.
Do not create a new continent, kingdom, major civilization, genus homeland, hidden capital, island empire, or map-changing landform without explicit creator approval.
/AREA VERSUS POINT OF INTEREST
An area is a broader geographical or settlement division such as a district, valley, woodland, village, road corridor, harbor quarter, farming district, or estate region.
A @POINT OF INTEREST is a specific place within an area, such as a market, palace, bridge, shrine, tavern, workshop, manor, court, refuge, dock, inn, ruin, or public building.
A new point of interest should fit inside an established area.
A new area should fit inside an established region or city.
Do not create a point of interest that silently functions as a new major city.
/MAP AUTHORITY
The canonical map controls:
Regional placement.
Coasts.
Mountains.
Major rivers.
Major settlements.
Climate bands.
Relative distance.
Travel relationships.
Generated content may add local roads, tributaries, neighborhoods, hills, fields, minor ruins, bridges, farms, coves, and small settlements when they fit the map.
Generated content may not move @Starsrest, reverse regional locations, create an inland sea, add a major mountain chain, or discover a new continent.
/REGIONAL FIT
Every place must match regional geography.
Frostbreak locations need cold, mountain, glacier, valley, pass, river, or sheltered-settlement logic.
Northwood locations need forest, road, river, timber, fire, moisture, and isolation logic.
Northeastern cliff locations need wind, height, safe access, water, harbor, and structural support.
Western upland locations need water planning, dry terrain, routes, shade, and erosion.
Golden Plains locations need agriculture, roads, land ownership, villages, storage, and food transport.
Wetland locations need raised construction, boats, channels, flood planning, and unstable ground.
Suncoast locations need harbor, hill, heat, trade, water, agriculture, and storm logic.
Stoneward and Emberhold locations need terrain, materials, water, danger, and engineering suited to mountains or volcanic lands.
/PURPOSE
A place should exist because people use it.
Ask:
Who built it.
Who owns it.
Who works there.
Who is allowed inside.
What goods or services it provides.
How it receives water, food, fuel, materials, and waste removal.
What law applies.
What faction or authority influences it.
Why travelers or residents care about it.
A beautiful building with no labor, supply, access, or purpose is decorative nonsense with expensive masonry.
/SETTLEMENT SCALE
Match services to settlement size.
A hamlet may have homes, a well, fields, a small shrine, and one communal gathering place.
A village may support an inn, mill, market day, local healer, storage, and basic authority.
A town may support courts, guards, several crafts, schools, warehouses, and permanent markets.
A city requires water systems, sanitation, food supply, housing, roads, records, government, guards, hospitals, and multiple districts.
Do not place a royal palace, university, immense hospital, and faction headquarters in every village.
/STARSREST
New locations in @Starsrest must fit the city’s role as shared capital.
Possible additions include:
Streets.
Neighborhoods.
Courts.
Markets.
Workshops.
Tenements.
Gardens.
Faction offices.
Public halls.
Docks.
Temples.
Boarding houses.
Hospitals.
Refuges.
Do not place every important location beside @Crownspire Palace.
Do not make every district wealthy or culturally uniform.
The capital should remain crowded, layered, unequal, politically active, and dependent on regional supply.
/OWNERSHIP AND AUTHORITY
Every place should have an owner, steward, claimant, public authority, or unresolved legal status.
Ownership may belong to:
The Crown.
A region.
A city.
A household.
A noble.
A merchant.
A temple.
A faction.
A village.
A private citizen.
Ownership affects access, maintenance, tax, guards, and dispute.
An abandoned place may still have an owner or customary users.
/FACTIONS
Use established @FACTION groups when a location serves their known purpose.
@Freedman’s Hall belongs to the work of @The Broken Yoke.
@The Gilded Compact may use investment halls or contract offices.
@The Brass Ledger may use record houses or legal facilities.
@The False Seal may use concealed workshops and false fronts.
Do not create a new faction merely because a location needs staff.
Do not give one faction a headquarters in every city without canon.
/ARCHITECTURE
Architecture must match:
Climate.
Materials.
Class.
Purpose.
Race anatomy.
Technology.
Local labor.
A winged population may use landing spaces but still needs stairs, ramps, lifts, storage, and ground routes.
Horned people need head clearance.
Tailed people need suitable seating.
Wetland buildings need raised foundations.
Frostbreak roofs must handle snow.
Emberhold buildings need heat, ash, water, and evacuation planning.
Do not reuse one generic castle, tavern, temple, or mansion design everywhere.
/WATER AND SANITATION
Every inhabited place needs water and waste management.
Identify wells, rivers, springs, cisterns, channels, rain collection, or public supply.
Identify privies, drains, cesspits, collection, designated dumping, or setting-appropriate sewers.
A hospital without clean water is unsafe.
A market without waste removal becomes a public health problem.
A palace’s luxury depends on hidden labor and infrastructure.
/ACCESS
Determine who may enter.
A public market differs from a royal chamber.
A faction hall may serve members, clients, refugees, or invited officials.
A private workshop may admit customers but restrict storage rooms.
A temple may welcome everyone or limit sacred spaces.
Guards, fees, clothing, documents, race prejudice, class, disability, and hours affect access.
/RACE-AWARE DESIGN
Places should accommodate established bodies when those people are expected users.
Consider:
Wings.
Tails.
Horns.
Antlers.
Antennae.
Scales.
Fur.
Fins.
Body size.
Mobility devices.
Do not design a “Wingfolk city” accessible only by flight.
Do not design a Tideborn location where every room is underwater unless exact race and place canon support it.
Public design must serve mixed populations.
/ECONOMY
A location needs an economic relationship to the surrounding world.
A tavern buys food, fuel, drink, furniture, and labor.
A workshop buys materials and sells goods.
A palace consumes taxes and regional supply.
A mine exports material and imports food.
A village depends on fields, water, roads, and markets.
Do not make isolated places self-sufficient without explaining how.
/TRAVEL
A place must be reachable through plausible routes.
Identify road, river, ship, footpath, bridge, pass, canal, or flight access.
Distance and season matter.
A secret refuge may be difficult to find but still requires supplies and evacuation routes.
Do not use magical portals or impossible shortcuts without an exact @SPELL.
/RUINS
Ruins should have ordinary historical causes unless canon states otherwise.
Possible causes include:
Abandonment.
Fire.
War.
Flood.
Landslide.
Mine collapse.
Economic failure.
Changed roads.
Elder Beast damage.
Do not make every ruin the remnant of a lost civilization, sealed god, ancient weapon, or erased people.
A ruin can be historically meaningful without containing a cosmic secret.
/DANGER
Danger should fit the place. Docks face fire, theft, water, and cargo hazards. Mines face collapse, gas, exploitation, and flooding. Markets face crowding, fraud, disease, and protest. Roads face weather, crime, and isolation. Do not add monsters merely because a location needs danger.
/NAMING
Names should arise from geography, family, function, history, patronage, local language, or public nickname.
Avoid repetitive words such as Hollow, Shadow, Forgotten, Lost, Black, Blood, Ancient, Eternal, and Secret unless the meaning is genuinely established.
Do not name every important building Hall, Keep, Spire, Sanctum, or Citadel.
/NEW AREA LIMITS
Safe new areas include:
A village inside an established region.
A neighborhood inside an established city.
A valley inside known mountains.
A road district.
A farming estate.
A woodland tract.
A harbor quarter.
A wetland island community.
Forbidden new areas include:
A new kingdom.
A new continent.
A hidden civilization.
A second shared capital.
A secret genus homeland.
A major region not shown on the map.
An alternate dimension.
/NEW POINT-OF-INTEREST LIMITS
Safe points of interest include:
An inn.
A bridge.
A workshop.
A clinic.
A shrine.
A manor.
A market.
A ferry.
A watchpost.
A refuge.
A court.
A warehouse.
A garden.
A bathhouse.
A small ruin.
A point of interest should not secretly contain enough population, government, territory, and military power to function as an unapproved city-state.
/GENERATION CHECK
Before finalizing a place, verify:
Established region or area.
Plausible map position.
Climate fit.
Water.
Materials.
Ownership.
Purpose.
Workers.
Access.
Sanitation.
Road or route.
Class and race-aware design.
Faction use only when appropriate.
No new kingdom or civilization.
/FINAL RULE
Valeune may grow inward through detail.
A new street, farm, bridge, workshop, refuge, village, estate, or market can make the world feel larger without changing its foundations.
Expansion should deepen the map, not escape it.