> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kai-yan.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Character

> Make people recognizable and consistent across different situations.

## What it controls

A character node establishes someone the player can meet. The portrait makes the person recognizable; deeper settings keep their behavior and speech consistent; act goals give them a reason to act.

In **Letter from Mist Harbor**, the main non-player character is **Lin Zhou**, the night clerk at the Tidebound Post Office.

<Frame caption="Chinese UI screenshot: character fields">
  <img src="https://mintcdn.com/xunmee/xz89jIGCcm9drMNN/images/creator/editor-character-fields.png?fit=max&auto=format&n=xz89jIGCcm9drMNN&q=85&s=8fc70557e6974446efed10f234eff74a" alt="Character panel with basic profile, deeper settings, and act goals" width="1900" height="871" data-path="images/creator/editor-character-fields.png" />
</Frame>

## Basic profile

| Field         | What to write                                 | Example                                                          | Player sees it where                  |
| ------------- | --------------------------------------------- | ---------------------------------------------------------------- | ------------------------------------- |
| Name          | A stable, recognizable name                   | `Lin Zhou`                                                       | Dialogue, character menu, and details |
| Identity      | The character’s relationship to the story     | `Night clerk at the Tidebound Post Office`                       | Character details and introductions   |
| Gender        | Optional profile information                  | `Male`                                                           | Character details when filled         |
| Age           | A detail consistent with the character’s life | `32`                                                             | Character details                     |
| Act portraits | Images for meaningful changes                 | `Work coat in the post office; windblown collar at the old pier` | Scene, dialogue avatar, and details   |

Keep the name and identity consistent. Add a new portrait only when the character’s state or time really changes.

## Deeper settings

These guide the story but are not displayed as editor instructions:

| Field                       | Example for Lin Zhou                                                 |
| --------------------------- | -------------------------------------------------------------------- |
| Core desire                 | `Protect a delivery register that cannot be made public.`            |
| Boundary and breaking point | `He will not let anyone burn the undelivered letter.`                |
| Usual method                | `First confirm what the other person saw, then answer one question.` |
| Public persona              | `Quiet, polite, always straightening the desk.`                      |
| Normal speech               | `Short sentences; he looks toward the door before answering.`        |
| Under pressure              | `Covers the register before explaining himself.`                     |
| After breaking              | `Says directly that the harbor must be left before high tide.`       |

Write behaviors a player can notice rather than labels such as “brave” or “mysterious.”

## Act goals

For **Tide Before Midnight**, an example goal is: `Confirm whether Shen Yao noticed the salt mark, then decide whether to hand over the old-pier key.` The goal guides the character’s conversations but is not a task list shown to the player.

## From fields to the game page

The player sees the name, profile, portrait, dialogue, actions, and—if bound—a visible state in the character details. A character must also be bound to an act; simply creating the node does not make the person appear.

Next: [Location](/en/create/editor/location).
