This page collects considerations for developing an ideogenic species. These are not hard rules; you may ask for more specific guidance in the questions channel.
An ideogenic species should have a clear connection to the Idea(s) of the contributing Edeia, whether one or multiple. If the Edeia could be swapped for a differently-themed one and the species would come out functionally unchanged, the connection is likely decorative rather than structural.
A few things to keep in mind:
The connection can live in the mechanism of creation and/or in the resulting traits. Ideally, the connection is present in both. An Idea expressed through how a species came to be can be a bargain, a ritual, or a specific circumstance of the first transformation. An Idea expressed through traits can present through the powers or biology the species ends up with.
Not every trait needs to map to an Idea. Core identity, central abilities, and the genesis mechanism should trace back to the contributing Ideas, but incidental or aesthetic traits (physical quirks, naming conventions, cultural elements) are more flexible, within reason.
If multiple Edeia are involved, each Idea's domain should be clearly identifiable. Multiple Ideas can contribute to their origin, abilities, and/or lifestyle, but their influence should be clearly present.
Some ideogenic species can gain new members without the Edeia's direct, ongoing involvement (see Genesis Type: Environmental, Conditional, Infection, Reproduction). This is common, but it is not automatic, and it should be justified by the Idea.
The underlying question is what is actually sustaining the species once the Edeia is no longer personally acting. Some possibilities:
Persistent structure. The species propagates through something the Edeia already built that continues to exist independent of their ongoing attention, rather than through their continued personal output. This can include magical environments, contracts/agreements, and more. They may appear to have free, infinite self-propagation, but the magic depends on the existence of some structure that is clearly connected to the Idea. Depending on the Edeia and their magic, these structures may or may not persist if the Edeia were to dissociate—if they did, the species could continue to propagate, but if they did not, the species would become finite. (Sanctuary's Sanctuaries function this way for Sanctials—the Sanctuaries themselves would not vanish if Sanctuary dissociated.)
Cost or conservation. Propagation is possible without the Edeia, but draws on something finite in the process—existing magic being transferred or spent, not new magic being generated for free. (Mersians can transform others, but usually at the cost of their own life. Elegies can expend some of their own power to create new Elegies, but the new Elegies are weaker, as is the creating Elegy's binding magic, putting them at greater likelihood of fading sooner. If Roscha or Rieve were to dissociate, these ideogenic species would likely decline in population over time.)
Inherent Idea connection. Free, indefinite propagation is possible but should be clearly linked to the Idea and its interpretation. For instance, the basis of Blight's Idea is the conversion of new members to one's own species; the idea magic in blighted species self-propagates through its interpretation and meaning. If Blight were to dissociate, their blights would still remain and be able to propagate, as they require no active input of magic or maintenance of a condition to propagate.
Most Ideas are likely workable for infinite self-propagation—it is simply asked to have a justification for it.
If an ideogenic species has living biological members, they may or may not be able to reproduce.
Recall that most ideogenic species involve transformations, whether via direct influence by an Edeia or through agents created by an Edeia. Some of these transformations change biology (protein expression, physiological changes, etc.), some change genetics (alteration of genetic material in somatic and/or germline cells), and some do neither or both.
Many ideogenic species change biology without changing genetics; if they were to have children, those children would be normal, non-ideogenic offspring. This is the case for Sylves and Lunarwilds (though Lunarwilds are likely to infect their offspring during birth).
If the alteration changes the genetics of germline cells, it is highly likely that they can no longer reproduce with their original species, and may be completely infertile. Some alterations remove the ability to reproduce entirely—for instance, Cryols, with their bodies of ice, lack genetic material and are unable to reproduce whatsoever.
Unless the Idea is directly relevant to genetic modification (related to biology, infection, genetics, reproduction, etc.), it is discouraged for the alteration to modify germline genetics.
There is no issue with ideogenic species being able to increase their numbers through some method or another. However, it is strongly discouraged for ideogenic species to be able to reproduce new members of their species wholesale through natural reproduction.
Note that reproduction of normal, non-ideogenic beings that have a high likelihood of experiencing the same transformation is fine, and this can functionally work similarly to natural reproduction—it should simply be clear that it is the magic of the Edeia being transferred, not a biological state.
If an ideogenic species has been so drastically altered that their biology and genetics are clearly not those of mundane native creatures—whether they were created from scratch by an Edeia or have diverged significantly through magical transformation—the ethereal plane is likely to not recognize their offspring as natives.
This could manifest as:
Stillborn offspring.
Offspring that are sustained by or made of magic but are soulless, requiring them to develop souls over time.
Complete infertility.
These limitations are intended to ensure that ideogenic species remain strongly connected to the magic of the Edeia that made them, rather than becoming self-perpetuating independent species. This maintains the distinction between:
Ideation natives: Mundane humans and animals with souls from the ethereal plane.
Ideogenic beings: Those transformed by Idea magic, tied to their source.
Extradimensional beings: Fantastical creatures from other dimensions with their own metaphysical systems.
If you want to create a fantastical species that reproduces naturally and maintains magical traits across generations through genetic means, they should be extradimensional rather than ideogenic.