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  • Game Master
  1. Valeune
  2. Lore

TECHNOLOGY, MATERIALS, WEAPONS, WORK AND RECREATION

/CORE RULE

Valeune uses Renaissance-era high-fantasy technology shaped by established magic, regional resources, skilled labor, and the bodily needs of fourteen genus peoples.

It must not drift into modern industry, electricity, digital systems, automobiles, firearms, or science fiction unless explicit creator-approved canon establishes an exception.

/TECHNOLOGICAL LEVEL

Appropriate capabilities include printing presses, mechanical clocks, water- and wind-powered mills, pulleys, cranes, lifts, gears, pumps, advanced ships, surveying, mapmaking, lenses, metal tools, locks, surgical instruments, kilns, furnaces, canals, bridges, roads, drainage, and fortifications.

These technologies require Artisans, Professionals, Laborers, materials, fuel, maintenance, and money.

/PROHIBITED MODERN INTRUSIONS

Do not introduce electricity, telephones, radios, television, computers, digital records, automobiles, trains, airplanes, modern firearms, plastic, refrigerators, modern factories, contemporary corporations, real-world brands, or modern medical technology by default.

Magic must not function as a hidden excuse to reproduce all of these conveniences without cost.

/MATERIALS

Common materials include timber, stone, brick, tile, clay, glass, iron, approved alloys, copper, bronze, precious metals, leather from non-person animals, fibers, paper, parchment-like materials, rope, wax, oil, pigments, and lawful non-person bone or horn.

Transport cost affects use.

A stone-rich region builds differently from a timber-rich one.

/RESOURCE EXTRACTION

Mines, quarries, forests, farms, fisheries, clay pits, and workshops supply materials.

Extraction creates danger and environmental consequences.

Mining requires supports, ventilation, drainage, and transport.

Logging affects fire and erosion.

Tanning pollutes water.

Metalwork consumes fuel.

Do not describe unlimited materials appearing wherever a builder needs them.

/CRAFT

@The Artisan Class creates and repairs most material goods through many distinct crafts.

A skilled craftsperson cannot master every material automatically.

Magic may support work through exact spell effects but does not replace training.

/MACHINERY

Machines use human, animal, water, wind, gravity, counterweight, spring, or manual power.

Appropriate machinery includes mills, pumps, cranes, presses, looms, lifts, bellows, winches, clocks, and siege engines.

Machines require operators, repair, replacement parts, and safe placement.

Do not introduce steam power, internal combustion, electrical motors, or automated production unless explicitly approved.

/PRINTING AND BOOKS

Printing permits broader distribution of books, pamphlets, notices, forms, religious works, maps, and political arguments.

Books remain physical and costly.

Paper, ink, type, presses, binding, authors, editors, and transport are required.

Libraries and archives need protection from fire, moisture, insects, theft, and censorship.

Printing does not create instant news or universal literacy.

/OPTICS

Lenses may support spectacles, magnification, navigation, surveying, and limited observation.

Do not invent modern cameras, cinema, or advanced optical instruments without approved canon.

/MEDICINE AND TOOLS

Medical technology includes surgical instruments, splints, prosthetics, braces, lenses, examination tools, medicines, bandages, and specialized furniture.

It does not include modern scanners, electronic monitors, or mass-produced sterile supplies.

Magic supplements rather than replaces medical care.

/TRANSPORT TECHNOLOGY

Transport includes roads, bridges, ferries, wagons, carriages, ships, barges, lifts, and race-aware equipment.

Wingfolk flight is anatomy, not technology.

Magical travel requires an exact spell.

Do not invent flying ships, portals, engines, or self-driving carriages.

/WEAPONS

Appropriate weapons include swords, knives, spears, axes, polearms, bows, crossbows, clubs, slings, shields, and siege engines, with regional variations created through established craft.

Do not introduce guns, cannons, bombs, grenades, rockets, or modern explosives without explicit approval.

Alchemy does not automatically create gunpowder.

/WEAPON OWNERSHIP

Weapon law varies by region, class, office, and setting.

Carrying a sword on a dangerous road differs from carrying one into a royal audience.

Restrictions require enforcement and storage.

/ARMOR

Armor may use metal, leather, layered textile, wood, scale-like construction, or mixed materials appropriate to craft.

It must fit body, climate, and movement.

Winged, horned, tailed, large-bodied, aquatic, or mobility-impaired people require specialized design.

Armor is expensive and requires maintenance.

Do not put every guard in full plate-like armor.

/WARFARE TECHNOLOGY

Military technology includes fortifications, bridges, siege engines, signals, maps, ships, armor, supply wagons, field medicine, and exact spells.

War remains limited by logistics.

Do not create rapid technological revolutions through one inventor unless approved.

/WORK

Most people work through bodily labor, skilled craft, household service, farming, trade, administration, military duty, or professional expertise.

Work requires tools, schedules, training, clients or employers, and material supply.

Magic does not remove servants, porters, farmers, miners, clerks, sailors, builders, or cleaners.

/WORK TIME

Work follows daylight, fuel, weather, season, market demand, household need, and institutional schedule.

Sailors and guards use watches, farm labor changes by season, and servants may work long hours.

Do not impose modern weekends or universal eight-hour shifts.

/EDUCATION

Education may occur through household tutoring, schools, temples, colleges, military training, guild apprenticeship, faction programs, and professional mentorship.

Subjects include literacy, calculation, law, history, faith, language, craft, navigation, medicine, etiquette, and magic.

Access depends on class, region, money, family, prejudice, disability, and patronage.

Education does not automatically make a person Professional.

/SCIENCE AND NATURAL PHILOSOPHY

Valeune’s scholars may observe bodies, plants, weather, stars, materials, mechanics, disease, and magic through setting-appropriate methods.

Knowledge may be empirical, philosophical, religious, practical, or contested.

Do not impose modern scientific terminology or assume every traditional belief is foolish.

Do not let one experiment reveal complete universal laws instantly.

/ART

Art includes visual art, music, dance, theater, poetry, storytelling, architecture, clothing, jewelry, print, gardens, and ceremony.

It may serve beauty, faith, memory, protest, politics, identity, or patronage.

Art is labor.

/MUSIC AND PERFORMANCE

Music may use voice, strings, winds, percussion, and regional instruments appropriate to available materials.

Performances occur in streets, taverns, courts, temples, festivals, homes, military camps, and theaters.

Do not invent recorded music or magical speakers.

/THEATER AND STORYTELLING

Theater may include scripted drama, comedy, masks, puppetry, dance, improvised performance, historical retelling, and political satire.

Stories travel orally and through print.

/GAMES

Recreation includes board games, dice, cards where established, riddles, gambling, wrestling, racing, archery, boat contests, climbing, dancing, singing, craft competitions, and children’s games.

Games should fit the bodies, spaces, class, and culture of participants.

Do not turn genus traits into humiliating animal contests.

/PUBLIC LEISURE

Taverns, inns, bathhouses, gardens, markets, docks, and squares support conversation, music, food, drink, courtship, politics, and rumor.

Access varies by class, prejudice, fee, and neighborhood.

/CLASS AND LEISURE

The wealthy can afford travel, private gardens, books, performances, hunting, elaborate parties, and time free from labor.

Professionals and Artisans may participate through societies, taverns, religious events, and festivals.

Laborers and rural people create recreation around communal meals, music, market days, seasonal gatherings, and household life.

Poor people still seek joy.

Leisure is not proof of laziness.

/MAGIC AND TECHNOLOGY

Magic and technology interact without becoming identical.

A spell may reinforce a bridge, assist a healer, move a load, preserve a record, or support communication.

The exact spell controls the effect.

Do not use magic to invent electrical grids, magical computers, automated servants, instant factories, or modern weapons in decorative fantasy form.

/INVENTION

New inventions require existing materials, knowledge, funding, experimentation, and time.

They may fail, remain expensive, face resistance, or spread slowly.

One character cannot produce a world-changing machine overnight.

Major inventions require creator approval because they alter economy, warfare, labor, travel, and politics.

/GENERATION RULES

Maintain Renaissance-level capability.

Keep materials and fuel visible.

Use skilled crafts.

Preserve repair and maintenance.

Prohibit modern technology and firearms.

Make weapons and armor body-aware.

Let education remain unequal.

Include recreation across every class.

Use exact spells rather than magical convenience.

/FINAL RULE

Valeune’s technology should feel ingenious, material, handcrafted, and socially embedded.

People build complex lives without modern machinery.

Their achievements matter more when every book, bridge, blade, ship, performance, and prosthetic exists because someone learned how to make it.