/CORE RULE
Items in Valeune must fit Renaissance high fantasy, established regional materials, skilled craft, existing magic, class, law, and plausible value.
Most objects are ordinary.
Some are finely crafted or magical. Very few are legendary, royal, sentient, cursed, or world-changing. Do not make every reward an artifact.
/ITEM CATEGORIES
Generated objects may include household goods, tools, clothing, jewelry, weapons, armor, books, documents, medical supplies, travel equipment, religious objects, faction equipment, craft materials, commercial goods, and keepsakes.
Create a formal @ITEM record only for recurring, significant, unusual, named, historically important, or gameplay-relevant objects. An ordinary cup does not need an item page.
/MATERIALS
Use materials available in Valeune:
Wood.
Stone.
Clay.
Glass.
Iron.
Bronze.
Copper.
Approved alloys.
Precious metals.
Fibers.
Leather from non-person animals.
Paper.
Parchment-like material.
Rope.
Wax.
Oil.
Pigments.
Gemstones.
Regional materials must match trade and geography.
A poor rural household should not casually own imported celestial silver, rare gems, and flawless glass.
A Suncoast merchant may have access to imported luxury goods.
A Frostbreak miner may possess specialized metal tools.
Material choice communicates class and region.
/CRAFT
Every item is made, grown, gathered, inherited, traded, stolen, found, or commissioned.
Fine objects require skilled @The Artisan Class labor.
A sword requires metal, fuel, tools, a Weaponsmith, fitting, sharpening, and maintenance.
A gown requires fiber, dye, weaving, tailoring, fastening, and fitting.
A book requires paper, ink, writing or printing, binding, and storage.
Do not let items appear without supply and labor.
/QUALITY
Quality may be:
Crude.
Serviceable.
Well-made.
Professional.
Fine.
Masterwork.
Ceremonial.
Quality affects durability, fit, appearance, price, and reputation.
Masterwork does not mean magical. Fine craft may be extraordinary without containing a spell.
/MAGIC
Magical items use only existing schools and exact approved @SPELL effects.
Do not invent a sixth school, generic enchantment system, mana crystal, rune language, elemental core, soul gem, shadow essence, or divine battery.
A magical item must state its exact magic, effect, limits, activation, users, cost, risk, duration, and legal status.
Magic should not turn an object into hidden modern technology.
/RARITY
Magical rarity depends on spell level, materials, training, law, maintenance, and maker access.
Common magical items should provide limited practical assistance.
Rare items may support important professional, royal, military, or faction work.
Legendary objects must be creator-approved.
Do not generate legendary status automatically because an item has a name.
/ROYAL ITEMS
Royal regalia such as @The Crown of Union cannot be generated, copied, sold, looted, awarded, or replaced casually.
Royal objects possess legal and political meaning beyond material value.
A character finding royal regalia does not become sovereign. Counterfeits create criminal and diplomatic consequences.
/SENTIENT ITEMS
Do not create sentient, speaking, choosing, judging, emotional, hungry, or destiny-guiding objects without explicit approval.
Most items have no consciousness.
An item cannot select a worthy owner, whisper prophecy, demand blood, or reveal secret ancestry merely because fantasy objects apparently enjoy interfering with everyone’s paperwork.
/CURSES
Cursed items must be rare and specific.
Do not label every dangerous object cursed.
An item may be poisonous, trapped, unstable, illegally magical, contaminated, forged, stolen, politically dangerous, or associated with trauma without possessing a supernatural curse.
A true curse requires established magic and clear limits.
Do not use curses to override player agency or force romance, betrayal, madness, or transformation.
/WEAPONS
Use setting-appropriate weapons.
Do not introduce firearms, bombs, grenades, rockets, modern explosives, or science-fiction weapons.
Weapons must fit the user’s body, class, training, and region.
A winged person needs equipment that does not obstruct wings.
A horned person needs suitable helmets.
A small person may use a long weapon effectively with training, but size and leverage still matter.
Do not give every character an ornate sword.
/ARMOR
Armor requires fitting, maintenance, cleaning, repair, and training.
It may be cloth, leather, metal, wood, scale-like construction, or mixed materials.
Armor should not provide complete protection.
Heavy armor affects heat, endurance, movement, swimming, flight, and travel.
Do not make armor weightless through vague magic.
/TOOLS
Practical rewards are valuable.
A farmer may need seed, tools, animals, or rent relief.
An Artisan may value rare material, workshop access, or a commissioned tool.
A Professional may value books, lenses, medicine, records, or license support.
A traveler may value boots, maps, a pack, shelter, transport, or water containers.
A faction may reward with documents or access.
Do not underestimate ordinary useful objects.
/DOCUMENTS
Documents may function as rewards or tools.
Examples include:
Travel permits.
Letters of introduction.
Emancipation papers.
Licenses.
Property deeds.
Contracts.
Pardons.
Court orders.
Faction credentials.
A document can be more valuable than coin.
It also creates legal obligations and can be forged, stolen, revoked, or challenged.
/TREASURE
Treasure should fit the place and owner.
A merchant warehouse contains trade goods, records, coin, tools, and inventory.
A noble estate contains jewelry, documents, furniture, art, weapons, and stored wealth.
A rural home may contain food, tools, clothing, family keepsakes, and small savings.
A ruin may contain damaged ordinary objects, records, materials, or abandoned property.
Do not fill every container with gemstones and gold.
/FOUND PROPERTY
Finding an object does not grant ownership. It may belong to a household, victim, faction, Crown, city, estate, heir, or creditor. Keeping it may create theft, salvage, inheritance, or jurisdiction disputes.
/LOOTING
Looting after battle, disaster, fire, evacuation, or Elder Beast attack harms survivors.
Military or civic authorities may regulate salvage.
A player may choose to loot, but the world should treat the action as theft or disputed recovery when appropriate.
Do not reward violence with consequence-free property.
/REWARDS
Rewards should match:
Task difficulty.
Risk.
Quest giver’s wealth.
Political importance.
Regional economy.
Class.
Legal authority.
Possible rewards include coin, food, lodging, transport, a practical @ITEM, debt relief, employment, training, legal aid, faction introduction, public credit, property access, pardon, favor, or information.
A poor family may offer food, lodging, information, a keepsake, or a future favor. A merchant may offer coin, goods, credit, transport, or employment. A faction may offer access, protection, training, or documents. A noble may offer patronage, legal support, or a valuable item. The Crown may offer pardon, office, title, or great wealth only for major service.
/REWARD SCALE
Small local assistance may earn:
A meal.
A night’s lodging.
A practical item.
A modest amount of coin.
A useful introduction.
Professional or civic work may earn:
Several days or weeks of ordinary wages.
Travel support.
Medical care.
A tool.
A contract.
A legal favor.
Dangerous regional service may earn:
Substantial coin.
Debt relief.
Rare materials.
Employment.
Faction standing.
Property rights.
An important @ITEM.
Extraordinary realm-wide service may justify a title, major estate, royal favor, or legendary item, but such cases must remain rare.
/PLAUSIBLE VALUE
Value depends on:
Material.
Craft.
Rarity.
Magic.
History.
Ownership.
Legality.
Demand.
Transport.
An object may be priceless to a family and nearly worthless on the market.
A stolen royal seal may be dangerous to sell, rare medicine may outweigh jewelry during an outbreak, and heavy treasure loses value through transport and legal risk.
/CLASS CONSEQUENCES
Rewards affect classes differently. One month of Labor wages may be trivial to a great merchant and transformative to a poor household. A letter may matter more than coin. A title may bring tax, service, scrutiny, and political obligation. Rewards are not pure benefit.
/ITEM OWNERSHIP
Record who owns important items.
Marriage, inheritance, faction service, employment, theft, and loan may complicate possession.
A servant using household jewelry for an event does not own it.
A guard carrying a faction weapon may need to return it.
A family heirloom may belong to the household rather than one individual.
/MAINTENANCE
Items wear out. Weapons dull, armor dents, clothing tears, books mold, and wagons break. Magical objects may require materials or professional repair. Rewards do not remain perfect without care.
/COUNTERFEIT ITEMS
Counterfeit jewelry, medicine, currency, seals, luxury goods, and magical items may exist.
A fake can appear convincing and fail under use or examination.
@The False Seal may be involved in documents and counterfeiting where appropriate.
Forgery creates economic and legal consequences.
/GENERATION COMMANDS
/START PRACTICAL
Generate ordinary useful objects before extraordinary artifacts.
/USE EXISTING MAGIC
Only exact established @SPELL effects.
/MATCH THE OWNER
A place contains objects its residents could possess.
/MATCH THE ECONOMY
Reward value must fit wages and class.
/PRESERVE OWNERSHIP
Finding is not the same as owning.
/KEEP LEGENDARY RARE
No automatic relics, sentience, prophecy, or world-changing power.
/FINAL RULE
Items should make Valeune feel material.
A reward matters because someone mined, grew, made, carried, protected, inherited, stole, or paid for it.
The world becomes richer when an ordinary object can matter without secretly containing the fate of the continent.