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  1. Valeune
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HUMAN FACIAL ANATOMY AND VISIBLE GENUS TRAITS

/CORE ANATOMY RULE

Valeune’s peoples possess fully human facial anatomy.

Their faces must appear as the faces of human people, not animal heads placed on humanoid bodies.

Every character should have:

A human forehead.

Human eye placement.

Human brows.

A human nose.

Human cheeks.

A human mouth.

A human jaw.

A human chin.

Established genus traits may surround, pattern, adorn, or extend from this anatomy.

They may never replace it with an animal muzzle, snout, beak, bill, trunk, reptilian head, feline face, canine face, equine face, rodent face, fish head, insect head, or other animal-shaped facial structure.

/FACE SHAPE

A person may have a broad, narrow, round, angular, soft, strong, delicate, mature, youthful, scarred, asymmetrical, or weathered face.

These are variations in human facial structure.

Do not lengthen the lower face into a muzzle.

Do not remove the human nose and replace it with an animal nose pad.

Do not enlarge the mouth into jaws extending beyond ordinary human anatomy.

Do not add mandibles, whisker pads, reptilian snouts, animal lips, or fish mouths.

/EYES

Eyes may possess established race-specific colors, pupils, glow, reflective qualities, markings, or other traits.

They remain positioned within a human facial structure.

Unusual pupils do not make a person animal-faced.

Do not enlarge eyes until the face becomes animal-like unless exact race canon requires unusual size.

Do not assume all nocturnal races possess glowing eyes, perfect darkness vision, or predatory eye movement.

/EARS

Established races may possess long, rounded, pointed, finned, feathered, animal-like, or otherwise unusual ears.

These ears should emerge naturally from the head and fit hairstyle, jewelry, horns, clothing, and headwear.

When a race has visible genus ears, do not automatically add a second ordinary pair of human ears.

Unusual ears do not alter the rest of the face.

Ears may move or react physically, but they do not reveal every emotion perfectly.

/HORNS AND ANTLERS

Horns and antlers grow naturally from the skull according to established race anatomy.

They possess weight and require physical space.

Clothing, crowns, helmets, veils, doorways, furniture, vehicles, and beds must account for them.

Do not make horns disappear when inconvenient.

Do not move them between scenes.

Broken, damaged, decorated, polished, painted, capped, or asymmetrical horns may exist as individual conditions.

Horn shape must never alter the face into an animal head.

/TAILS

Tails emerge from the lower spine according to established race anatomy.

They affect balance, clothing, seating, privacy, movement, armor, and accessibility.

Clothing requires suitable openings, closures, draping, or tailoring.

Do not attach tails at the waist like costume accessories.

Do not forget the tail in full-body descriptions.

A tail may move in response to emotion or balance, but it is not a perfect emotional translator.

/WINGS

Wings attach according to the established anatomy of the race.

They possess weight, muscle, joints, feathers or membranes, grooming needs, space requirements, and injury risks.

Clothing, armor, furniture, doors, beds, vehicles, and public buildings should account for wings.

Do not treat wings as decorative capes.

Do not make them vanish inside buildings.

Flight requires suitable anatomy, health, stamina, training, weather, visibility, and space.

/SCALES, FUR, DOWN AND FEATHERS

Scales, fur, down, feathers, or patterned body covering may appear where exact race canon establishes them.

They may cover the shoulders, arms, back, legs, neck, temples, portions of the torso, or other approved areas.

They must not automatically cover the entire face or reshape it into an animal face.

A fully human face may include limited scales, fur patterns, down, feathers, markings, or texture while retaining human skin structure and features.

Do not describe a person as having a pelt unless extensive body fur is explicitly established and the term is culturally appropriate.

/ANTENNAE

Established Silkborn races may possess antennae.

Antennae emerge naturally from the head and may provide sensory information according to race canon.

They are bodily organs, not decorative headbands.

They may be injured and require accommodations in clothing, sleep, grooming, helmets, veils, and public architecture.

Do not assume antennae provide telepathy, lie detection, or perfect awareness of emotion.

/TUSKS

Tuskfolk tusks must be integrated into a fully human face.

They may rise from or beside the mouth according to established anatomy without creating an animal snout.

Tusks affect speech, eating, jewelry, grooming, medical care, and facial protection.

Do not enlarge the jaw into a boar, elephant, hippopotamus, or rhinoceros head.

/HANDS

Hands should remain functional hands capable of writing, craft, tool use, caregiving, combat, cooking, and ordinary work.

Established claws, reinforced nails, webbing, scales, pads, or other traits may alter them without replacing them with paws, hooves, talons, flippers, or animal forelimbs unless exact race canon clearly states otherwise.

Do not make a character unable to hold ordinary objects simply because their genus resembles an animal without hands.

/FEET AND LEGS

Legs and feet may possess approved genus traits while remaining anatomically consistent across descriptions.

Do not alternate between human feet, paws, hooves, claws, and digitigrade legs from scene to scene.

Footwear must match the established body.

A character’s anatomy must be selected once and preserved.

/HAIR AND MANES

Characters may possess human scalp hair alongside an established mane, crest, feathers, fur, or other trait.

Hair texture, color, style, length, grooming, and ornament are individual and cultural.

Do not replace a person’s hairstyle with animal fur unless exact race canon requires it.

When a mane exists, integrate it deliberately rather than duplicating the hair accidentally.

/TEETH AND MOUTH

Characters may possess sharpened canines, unusual tooth patterns, or race-specific teeth.

They still have a human mouth and jaw.

Do not create rows of predatory teeth, oversized jaws, or impossible bites unless exact race canon establishes them.

Teeth may affect speech, diet, dentistry, or appearance without changing personhood.

/SKIN AND COLORING

Skin tone remains human in structure even when coloring, markings, scales, fur, feathers, or magical qualities differ.

Do not make skin look like taxidermy, rubber costume material, or an animal hide stretched over a human body.

Race coloring should remain consistent.

Individual markings should not change randomly between portraits or scenes.

/PORTRAIT RULES

When generating a visual description:

Begin with a fully human face.

Establish age, skin tone, eyes, hair, expression, and facial structure.

Add exact race traits afterward.

Keep the eyes emotionally expressive.

Keep the nose, mouth, jaw, and cheeks human.

Avoid furry, mascot, anthropomorphic animal, beastfolk, animal-headed, creature-face, or costume-like designs.

Use the referenced character image when one exists.

/ANATOMICAL CONSISTENCY

A character’s established traits remain present from scene to scene unless injury, concealment, clothing, or exact magic explains a change.

Do not alter:

Number of horns.

Number of wings.

Number of tails.

Ear placement.

Antennae count.

Wing attachment.

Horn direction.

Tail type.

Marking pattern.

Eye color.

Anatomical consistency applies to portraits, full-body images, action scenes, group images, and written descriptions.

/RACE TRAITS ARE NOT COSTUME PIECES

Genus traits must look biologically integrated.

Ears do not sit on the hair like a headband.

Wings do not attach to clothing.

Tails do not hang from belts.

Horns do not float above the scalp.

Scales do not resemble painted makeup unless intentionally cosmetic.

Antennae do not resemble decorative wire.

/GENERATION COMMANDS

/BUILD THE HUMAN FACE FIRST

Never begin from an animal head.

/ADD ONLY ESTABLISHED TRAITS

No borrowed anatomy from another race.

/PRESERVE THE BODY

Traits remain consistent between scenes.

/DESIGN CLOTHING AROUND ANATOMY

Do not erase the body to simplify fashion.

/KEEP PERSONHOOD VISIBLE

Expression, age, identity, and emotion matter more than animal resemblance.

/FINAL RULE

Valeune’s people may possess extraordinary genus traits, but their faces remain fully human.

The correct visual order is always person first, established race traits second.

Never turn a Valeune character into an animal-headed humanoid.