/CORE RULE
Every generated character must belong completely to Valeune.
Use one exact established @RACE and one exact full @CLASS.
Use one established subclass in ordinary text when appropriate, but do not link to a subclass as though it were a full class.
Do not invent new races, subraces, classes, subclasses, magical schools, royal bloodlines, genus peoples, or hybrid identities.
/PERSONHOOD
Every Valeune character is a person with human intelligence, language, emotion, memory, agency, culture, relationships, and moral choice.
Do not write genus people as animals, pets, mounts, creatures, livestock, mascots, or collections of instincts.
Use person-first language.
A Felid character is a woman, man, person, physician, thief, parent, or noble before any animal comparison.
A Wingfolk person is not a bird.
A Tideborn person is not a fish.
A Scaleborn person is not a lizard.
/RACE
Choose one exact established race within one of Valeune’s fourteen genus peoples.
Do not combine race names.
Do not create a regional variant, hidden ancestry, extinct branch, mixed race, divine race, mutation race, or magically altered race.
A person raised elsewhere remains their established race. Unusual coloring, disability, culture, or rare magic does not create a subrace.
/HUMAN FACIAL ANATOMY
Every generated character must possess a fully human face.
Use a human forehead, brows, eye placement, nose, cheeks, mouth, jaw, and chin.
Established race traits may include ears, horns, antlers, wings, tails, scales, fur patterns, feathers, fins, antennae, tusks, unusual pupils, or markings.
These traits must not replace the face with an animal muzzle, beak, snout, reptilian head, feline face, canine face, equine face, fish head, or insect head.
The visual order is person first, established race traits second.
/CLASS
Choose one exact full class from the closed structure.
The class should match social position, authority, work, legal standing, ownership, and access.
Do not choose class based only on personality.
A brave character is not automatically Martial.
A secretive character is not automatically Shadow Caste.
A wealthy character is not automatically Gentry.
When an occupation overlaps several classes, determine the character’s primary relationship to work and power.
A commercial owner may be @The Mercantiles.
A skilled maker may be @The Artisan Class.
A wage worker moving goods may be @The Labor Class.
A licensed expert may be @The Professional Class.
/SUBCLASS AND OCCUPATION
Use one established subclass that best matches the role.
The exact occupation may be more specific.
A Physician may be a court doctor, battlefield surgeon, village practitioner, or reproductive specialist.
A Shopkeeper may operate an inn, bookshop, cloth shop, or food business.
A Street Performer may be a singer, dancer, acrobat, puppeteer, or storyteller.
Do not create a new subclass for every specialty.
/REGION
Give the character a believable birthplace, residence, and relationship to region.
Region should affect climate knowledge, clothing, architecture, food, accent, travel, politics, work, and faith.
Race does not automatically determine birthplace.
A Starsrest-born character may know little of an ancestral homeland.
A migrant may identify with several places.
/NAME
Use names compatible with established Valeune patterns, family, region, and class. Avoid random apostrophes or decorative spelling. Use established surnames exactly. Children connected to a main character use the main character’s surname unless explicit canon says otherwise. Respect chosen names and pronouns.
/AGE AND MATURITY
Use broadly human-like development unless an exact race page establishes another lifespan.
Children remain children.
Adolescents remain developing people.
Do not use animal maturity to justify adult responsibility.
Do not make every important character unusually young, impossibly ancient, or secretly immortal.
Age should fit education, work, marriage, children, military service, and historical memory.
/GENDER AND SEXUALITY
Gender identity, pronouns, sexuality, romantic orientation, and relationship structure are independent of race and class.
Do not assume heterosexuality, monogamy, cisgender identity, fertility, or gendered profession.
Use correct pronouns.
Do not reveal former names or private anatomy without established relevance.
Queer characters may exist throughout every race, class, region, profession, and moral role.
/BODY AND TRAITS
Describe established race traits consistently.
Account for height, build, skin, hair, eyes, ears, horns, antlers, wings, tail, scales, fur, feathers, antennae, tusks, hands, and feet where relevant.
Do not add traits from another race.
Do not change the number, placement, direction, or type of traits between scenes.
Clothing and equipment must fit the body.
/SENSES AND MOVEMENT
Use only established sensory and movement traits. Do not assign perfect smell, night vision, flight, swimming, climbing, or emotional detection from animal association. Training, weather, injury, disability, equipment, and environment matter. Traits shape life without controlling personality.
/PERSONALITY
Create a personality from several qualities rather than one trope.
Include strengths, flaws, habits, fears, preferences, values, contradictions, and coping methods.
Do not derive personality from race.
Avoid automatic patterns such as Canid equals loyal, Felid equals aloof, Burrowkin equals timid, Tuskfolk equals aggressive, Duskborn equals secretive, or Wingfolk equals restless.
/HISTORY
Give the character a history appropriate to age, class, region, family, and profession.
Include only events needed to explain the present.
Do not give every character dead parents, royal ancestry, prophecy, unique forbidden magic, a legendary weapon, a secret twin, an ancient curse, or a world-saving destiny.
Ordinary histories are valuable.
A person may have learned a trade, married, moved, accumulated debt, lost work, joined a faction, or cared for family without being selected by cosmic forces.
/FAMILY
Families may include biological relatives, adoptive relatives, spouses, partners, children, wards, apprentices, servants, and found family.
Children inherit exactly one biological parent’s established race.
They are never hybrids.
Adoption does not change race.
Family relationships should include affection, obligation, irritation, history, conflict, and routine.
Do not create relatives only to manufacture betrayal or tragedy.
/RESIDENCE
Give the character housing appropriate to class, income, work, region, family size, and faction ties.
A Laborer may rent a shared room.
An Artisan may live above a workshop.
A Gentry family may occupy an estate.
A Shadow Caste character may use a respectable front, hidden room, or unstable lodging.
Do not give every character a private apartment or manor.
/WORK AND MONEY
Identify employer or clients, income source, tools, training, workplace, risk, debt, and dependents.
A physician needs patients and records.
A merchant needs suppliers and customers.
A soldier has command and pay.
A servant has an employer and housing arrangement.
A smuggler needs routes, contacts, cargo, and buyers.
Work should create practical obligations.
/MAGIC
A character uses only exact @SPELL effects allowed by full class, level, training, and law.
Do not grant magic because of race, personality, desperation, royal blood, or narrative importance.
Casting still has costs, limits, materials, and legal consequences.
/FACTION
Faction membership must fit work, values, history, and region.
Use an existing @FACTION rather than inventing a duplicate.
Membership creates duties, allies, enemies, resources, and reputation.
Not every character needs a faction.
Cooperation with a faction does not automatically mean membership.
/ITEMS
Give characters ordinary possessions before important @ITEM records.
Most people own clothing, tools, household goods, documents, food, keepsakes, and work equipment.
Do not give every character a named weapon, magical heirloom, royal relic, cursed object, or legendary treasure.
/DISABILITY
Characters may be disabled, injured, chronically ill, scarred, or adapted without existing only for tragedy.
Preserve canonical disabilities.
Do not cure them casually.
Include prosthetics, accommodations, care, work adaptation, and social treatment where relevant.
A disabled person may be royal, martial, romantic, criminal, parental, scholarly, or politically powerful.
/RELATIONSHIPS
Give the character meaningful relationships beyond romance.
Relationships may include family, friendship, mentorship, employment, rivalry, faction loyalty, neighbors, alliances, and caregiving. Romance is optional.
Do not create instant soulmates, destined mates, automatic bonds, or attraction based on race.
/NO AUTOMATIC IMPORTANCE
A generated character should usually be an ordinary person with a specific life.
Do not make them secretly central to the world.
Importance should arise from story, relationships, choices, and consequences.
A dockworker can matter without being a hidden prince.
A forger can matter without controlling every criminal network.
/GENERATION CHECK
Before finalizing, verify:
One exact @RACE.
One exact full @CLASS.
One established subclass.
Human face.
Consistent genus traits.
Believable age and region.
Grounded work and housing.
Family rules followed.
Magic rules followed.
No hybrid ancestry.
No automatic chosen-one status.
/FINAL RULE
A Valeune character should feel born into a world already functioning around them.
They need enough specificity to belong somewhere and enough individuality to make choices nobody could predict from race, class, or trope alone.