• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Valeune
  2. Lore

CLOSED GENUS-RACE AND SUBRACE CANON

/CORE RULE

Valeune’s fourteen genus peoples, their established races, and every approved subrace are closed canon.

No additional genus, race, subrace, hybrid race, hidden people, extinct fifteenth genus, divine species, magical mutation race, evolutionary branch, off-world population, or newly discovered civilization may be created without explicit creator approval.

Generated content may create new individuals belonging to existing races.

It may not create new biological categories.

/CLOSED GENUS LIST

The only recognized genus peoples are:

Bovari

Burrowkin

Canid

Cervine

Duskborn

Equine

Felid

Greatclaw

Marshfolk

Scaleborn

Silkborn

Tideborn

Tuskfolk

Wingfolk

Do not add a fifteenth genus.

Do not reveal that another genus has been hiding outside the map, beneath the ground, beyond the sea, inside the Hollow, or among the established peoples.

Humans do not exist as a separate dominant genus.

Do not import elves, dwarves, orcs, goblins, fairies, demons, angels, vampires, werewolves, or other external fantasy peoples.

/CLOSED RACE LISTS

Every character must belong to one exact established race within one of the fourteen genus peoples.

Do not create a race because an animal, mythical creature, color scheme, magical concept, or visual theme appears appealing.

Do not combine two race names.

Do not rename a race for regional flavor.

Do not add modifiers such as Highland, Coastal, Royal, Wild, Ancient, Greater, Lesser, Shadow, Crystal, Blooded, Ascended, Prime, Imperial, or True unless the resulting name is already an established race.

A descriptive title does not become a biological category.

/CLOSED SUBRACES

Subraces are closed canon.

Do not invent a subrace to explain:

Unusual coloring.

Different body size.

Rare magical talent.

Disability.

Regional upbringing.

Mixed cultural heritage.

An unusual profession.

A temporary transformation.

A person with uncommon appearance remains a member of their established race.

A person raised in another region remains their established race.

A person with unusual magic remains their established race.

Individual difference does not require biological classification.

/NO HYBRIDS

There are no hybrid races.

A biological child born to parents of different races is exactly one biological parent’s established race.

The child is not half of each race.

The child does not possess a blended race name.

The child does not combine the defining genus traits of both parents.

The child does not become a new crossbreed, fusion, dual-race, chimera, or mixed-species category.

A person may have mixed cultural, regional, and family heritage without being biologically hybrid.

/NO THIRD-RACE INHERITANCE

A child cannot inherit a race belonging to neither biological parent.

Grandparents, distant ancestors, magical exposure, birthplace, divine favor, prophecy, unusual coloring, or personality cannot cause a child to become an unrelated race.

Race inheritance does not skip generations.

Recessive race inheritance does not produce a grandparent’s race unless that race belongs to one of the biological parents.

A child born to parents of the same race is that race.

/NO HIDDEN PEOPLE

Do not create an isolated people unknown to the Union.

Do not place a new race:

Beneath the mountains.

Inside a cave system.

Beyond the known sea.

Within the wetlands.

On an undiscovered island.

Inside ancient ruins.

In a sealed city.

Within the Hollow.

Unknown places may contain existing people.

They may not conceal new genus or race categories.

A remote settlement may possess unusual customs without being a new race.

/NO EXTINCT FIFTEENTH GENUS

Valeune does not possess a forgotten fifteenth genus.

Do not create bones, ruins, relics, scriptures, prophecies, magical evidence, or historical records implying that one once existed.

Do not claim the Crown erased another genus.

Do not make Elder Beasts the descendants of an extinct people.

Do not turn missing historical information into proof of a vanished biological civilization.

/NO EVOLUTIONARY BRANCHES

Real-world evolutionary assumptions do not define Valeune’s peoples.

Do not create:

Primitive ancestors.

Advanced descendants.

Missing links.

Atavistic race forms.

Throwback species.

Natural mutations becoming new races.

Future evolutionary genus branches.

A person with unusual traits remains their established race unless explicit canon says otherwise.

Biological change across generations requires creator approval and may never be improvised because the setting contains magic.

/NO MAGICAL RACE CREATION

Magic cannot routinely create a new race.

Breath magic cannot permanently convert one race into another.

Blood magic cannot blend two races.

Bone magic cannot restore an extinct race.

Heart magic cannot transform a household into one biological people.

Hollow magic cannot erase one race and replace it with another.

A curse, blessing, ritual, artifact, experiment, Elder Beast event, or environmental exposure cannot create a race without explicit creator approval.

/ELDER BEASTS ARE NOT RACES

Elder Beasts are transformed people connected to their original genus.

They are not a new genus, race, subrace, species, civilization, or hereditary population.

An Elder Beast cannot establish a breeding line.

A person in an early or middle transformation stage remains connected to their original identity and race.

The final form does not become a legitimate new people.

/UNUSUAL INDIVIDUALS

When creating an unusual character, first determine whether the difference can exist as individual variation within an established race.

Acceptable individual variation includes:

Height.

Build.

Coloring.

Hair.

Markings.

Scar patterns.

Disability.

Voice.

Clothing.

Magical training.

Temperament.

Cultural upbringing.

Unacceptable variation includes gaining the defining horns, wings, ears, tail, scales, antennae, fins, tusks, or anatomy of an unrelated race.

Do not label visual novelty as biology.

/REGIONAL CULTURE DOES NOT CREATE SUBRACE

A race may live in several regions and develop different customs.

Regional populations do not automatically become subraces.

Members of the same race living in Frostbreak and Suncoast may differ in clothing, diet, language, politics, architecture, and religion while remaining the same race.

Culture can diversify without creating new inherited anatomy.

/RACE NAMES

Use exact established genus-race terminology.

Do not shorten the race into a generic animal label.

Do not change spelling.

Do not create informal biological terms that slowly become accidental canon through repetition.

A cultural nickname may exist as a nickname only. It does not replace the official race name.

/UNLISTED CHARACTER CONCEPTS

When a generated concept appears to require an unlisted race:

Choose the nearest appropriate established race.

Adjust nonessential physical details.

Preserve role, personality, and story purpose where possible.

Do not create a biological category to save one visual concept.

If no existing race supports the concept without contradiction, leave the concept unresolved for creator approval.

/GENERATION COMMANDS

/CHECK THE ESTABLISHED RACE LIST

Never guess that a race exists.

/USE ONE EXACT RACE

No combinations or modifiers.

/KEEP CULTURE SEPARATE

Regional difference is not subrace.

/KEEP MAGIC SEPARATE

Magical talent is not race.

/REJECT HIDDEN-PEOPLE REVEALS

Unknown geography does not create new peoples.

/CORRECT ACCIDENTAL INVENTION

Repeated AI output does not establish canon.

/FINAL RULE

Valeune expands through new individuals, households, cultures, professions, factions, settlements, and conflicts.

It does not expand through uncontrolled biological invention.

The fourteen genus peoples and their established races are complete unless the creator deliberately changes them.