Hope everyone had a great holiday season! Here’s the second part of Turn 11 of my worldbuilding. This is a bit short — rather than start on the migratory region Round, I’ll just cut off at the end of the Settled Region Round.
I’m actually much further ahead in my actual worldbuilding — I got halfway through Turn 12 during the break. However, I still need to post it, obviously.
In this part of the turn:
The results of the Solo RPG session about Tikvari
The culture and myths of the settled region on the southwestern coast change over time
The language of the settled region develops
The tribe of migratory Eekraw on the southwest coast undergoes cultural exchange with the settled region.
Overview
I am doing a project of incremental worldbuilding. In other words, I’m taking aspects of worldbuilding and changing them slowly over time, in hope of creating a world that has the real weight of history behind it. In addition, I’m using randomness and ‘game-like’ mechanics, as well as assistance from ChatGPT, to help work my way through this process and ensure that I am sometimes surprised by the results.
The Eekraw are an avian species that has developed sentience. They’re slightly shorter than human height, and live around 80 years absent illness or injury. They can’t lift off vertically, requiring a cliff face or tree to jump off to successfully initiate flight. They have strong and dexterous foot talons, meaning their feet rather than wings are needed to work tools. They live in communal nests, with a nest of four-six adults raising their young together.
The Turn Order I use for the worldbuilding process is below:
The previous part of Turn 11 is below:
Ironsworn Session
In the first part of turn 11, I had rolled that I would run a Solo RPG session using Ironsworn, set in Settled Region 1.
In it, Tikvari, a young Eekraw of Settled Region 1, set out on a quest to avenge his nestmate, Riv’tal, who was killed by a Jiltal’teik (predator reptile). He nearly abandoned his quest when he discovered that the massive Jiltal’teik had eight more Jiltal’teik with it. However, Riv’Tal’s nestsister, Riv’tikara, found him and convinced him not to give up. They engaged in battle with the Jiltal’teik, driving off the massive one’s nestsiblings and successfully killing Riv’Tal’s killer. Though Tikvari suffered grevious wounds, they returned to the settlement with the Jiltal’teik’s head.
Here are the session reports, in which I play through the story:
Results of the session
New words:
Vikre (which also means flight) - migration
Leraw’ehwa (nest group-us) - nestmate
Leraw’ekiek (nest-youngling) - nestchild
Tikara’trae (hidden-water) - swamp/marsh
Jiltal’tiirah - bushes with long, pointy thorns
Updated myths:
Rauki E’yee (coming of age ceremony) — females are usually not expected to go as far or find as impressive a prey as males are. Also, it’s no longer necessarily solo — new adults may joint together for the hunt as part of forming a nest, though that is not required
Riv’Tal and Tikvari - Riv’Tal and Tikvari were two males of the tribe who were planning on starting a nest together. As their Rauki E’yee, Riv’tal convinced Tikvari to join him to hunt a massive and ancient Jiltal’teik, the large predator reptile of the marsh. Riv’Tal was killed by the Jiltal’teik and Tikvari was badly wounded. (5)
Tikvari and Riv’tikara — After recuperating in the settlement, Tikvari decided to avenge his would have been nestmate, and went to hunt the Jiltal’teik. He was nearly overcome, but Riv’tikara, Riv’tal’s nestsister, joined him on her own Rauki E’yee. Together, they killed the Jiltal’teik, though Tikvari suffered grevious wounds to his wings and had struggles flying thereafter. They brought the Jilta’teik’s head back to present to the entire clan as the fruits of their Rauki E’yee. Tikvari and Riv’tikara started a nest together, and Tikvari was eventually chosen as Vikre’ratir, despite his crippled wing. (5)
Now, I’ll return to the normal turn order. One of the things I decided after the SoloRPG session was that I would do a SoloRPG session every turn. However, going forward I’ll move future sessions to the end of the settled regions round, so that I can continue with the migratory regions while I do the RPG session, switching between the two. This time, I couldn’t, since changes to the settled regions would affect the RPG session, and vice versa.
Cultural Evolution
Cultural Traditions of Settled Region 1:
Rituals/Traditions:
Rauki E’yee (sunrise of the adult) - Coming of age ceremony for when a member of the tribe reaches full adulthood, around the age of 25. The new E’yee (adult) goes on a hunting trip to prove his or her ability to contribute to the clan. Females usually go on shorter trips and find some Jilktra (small fish) or Tirtiryi (floating fruits), while males usually go on more extensive and ambitious hunts. It is common for several new adults to band together for their Rauki E’yee, meaning they join in the honor or shame of the hunt together, and become nestmates. (5)
Culture/Myth/Oral History:
Revere the sun. (5)
Varka - The Varka are evil shadow spirits (associated in some way with the Vari, the avian predators). They have to be driven away by rituals of the Yira. (5)
Kra’varik - Kra’varik was a prominent Yira. Generally, the Yira focus their efforts on protecting the clan spiritually, but Kra’varik decided to try and spread his knowledge as well. He learned the history of the clan, and of many other clans, and recited it to spread to others. His most prominent student was Kree’Veeka, a female Eekraw. She learned his knowledge and continued his goals by spreading it further herself. (5)
Riv’Tal and Tikvari - Riv’Tal and Tikvari were two males of the tribe who were planning on starting a nest together. As their Rauki E’yee, Riv’tal convinced Tikvari to join him to hunt a massive and ancient Jiltal’teik, the large predator reptile of the marsh. Riv’Tal was killed by the Jiltal’teik and Tikvari was badly wounded. (5)
Tikvari and Riv’tikara — After recuperating in the settlement, Tikvari decided to avenge his would have been nestmate, and went to hunt the Jiltal’teik. He was nearly overcome, but Riv’tikara, Riv’tal’s nestsister, joined him on her own Rauki E’yee. Together, they killed the Jiltal’teik, though Tikvari suffered grevious wounds to his wings and had struggles flying thereafter. They brought the Jilta’teik’s head back to present to the entire clan as the fruits of their Rauki E’yee. Tikvari and Riv’tikara started a nest together, and Tikvari was eventually chosen as Vikre’ratir, despite his crippled wing. (5)
There are six different cultural aspects in this society. I will roll a 1d10 for each, any roll below the strength number of a myth will increase its strength, any roll above will decrease it. I will subtract 1 from the Tikvari and Riv’tikara story since it just came about from my soloRPG session and therefore is more likely to stick.
6d10: 2, 1, 6, 5, 8, 9
Well, as it happens the subtraction didn’t matter, it still decreased in strength. So the coming-of-age ceremony, reverence for the sun and the story of Kra’varik all increase in strength, the other three decrease. This does make me think that maybe I should allow for the possibility of a myth staying the same too — maybe for next turn I’ll add that.
Then I’ll roll again for each myth/cultural practice. If the number is above that myth’s strength, the myth will change, below and it will not.
6d10: 5, 2, 10, 9, 6, 9
So, the coming-of-age ceremony and reverence for the sun don’t change, the other four do.
Varka:
Possible Changes:
Adds a new aspect to the story
Adds a new additional character
Two characters are merged together
An aspect of the story takes on greater prominence
An aspect of the story fades in prominence
The story becomes associated/related to another story
Embellishment of details
Add or increase a spiritual/supernatural element
Something specific to this myth
Something specific to this clan
I do need to change the table slightly — the story of the Varka doesn’t have ‘characters’ so choices 2 and 3 won’t apply. I’ll say that 2 would mean an additional type of spirit is added, and 3 means the relation to the Vari (avian predators) is solidified.
1d10 = 4: An aspect takes on greater prominence.
Possible Aspects:
Evil
Shadow
Avian (associated with Vari)
Predator (associated with Vari)
Yira rituals
1d5 = 1: “Evil” — I’ll add in something evil they do.
Memory eaters
Cause illusions (i.e., will o’ the wisps)
Bad weather causers
Dream invaders
Cause illness
Curse eggs/nestlings
1d6 = 2: Cause illusions
New Myth:
Varka - The Varka are evil shadow spirits (associated in some way with the Vari, the avian predators). They create illusions that draw Eekraw astray and cause them to be lost, injured or even killed. They have to be driven away by rituals of the Yira. (4)
Kra’varik:
Possible changes:
Adds a new aspect to the story
Adds a new additional character
Two characters are merged together
An aspect of the story takes on greater prominence
An aspect of the story fades in prominence
The story becomes associated/related to another story
Embellishment of details
Add or increase a spiritual/supernatural element
Something specific to this myth
Something specific to this clan
1d10 = 3: Two characters are merged together
Obviously Kra’varik and Kree’Veeka will be merged together (which, since Kree’veeka was already fairly unimportant in this region’s version of the story, basically means she is removed entirely).1
Name change
Kravar
Kree’varik
Kra’varika
Krafar
1d4 = 1: Kravar
New myth:
Kravar - Kravar was a prominent Yira. Generally, the Yira focus their efforts on protecting the clan spiritually, but Kravar decided to try and spread his knowledge as well. He learned the history of the clan, and of many other clans, and traveled between all the clans of the Eekraw to spread it. (6)
Riv’Tal and Tikvari:
Possible Changes:
Adds a new aspect to the story
Adds a new additional character
Two characters are merged together
An aspect of the story takes on greater prominence
An aspect of the story fades in prominence
The story becomes associated/related to another story
Embellishment of details
Add or increase a spiritual/supernatural element
Something specific to this myth
Something specific to this clan
1d10 = 5: An aspect of the story fades in prominence
Forming the nest
Riv’tal convinced Tikvari
Tikvari was wounded
Part of Rauki E’yee
1d4 = 2: Riv’Tal convinced Tikvari
Riv’Tal and Tikvari - Riv’Tal and Tikvari were two males of the tribe who were planning on starting a nest together. As their Rauki E’yee, the pair decided to hunt a massive and ancient Jiltal’teik, the large predator reptile of the marsh. Riv’Tal was killed by the Jiltal’teik and Tikvari was badly wounded. (4)
Tikvari and Riv’tikara
Adds a new aspect to the story
Adds a new additional character
Two characters are merged together
An aspect of the story takes on greater prominence
An aspect of the story fades in prominence
The story becomes associated/related to another story
Embellishment of details
Add or increase a spiritual/supernatural element
Something specific to this myth
Something specific to this clan
1d10 = 7: Embellishment of details
Which detail?
He was nearly overcome
Killing the Jiltal’teik
Riv’tikara’s contribution
Tikvari’s wounds
Bringing head back
1d5 = 4: Tikvari’s wounds embellished
Tikvari and Riv’tikara — After recuperating in the settlement, Tikvari decided to avenge his would have been nestmate, and went to hunt the Jiltal’teik. He was nearly overcome, but Riv’tikara, Riv’tal’s nestsister, joined him on her own Rauki E’yee. Together, they killed the Jiltal’teik, though Tikvari suffered grevious wounds. They brought the Jilta’teik’s head back to present to the entire clan as the fruits of their Rauki E’yee. Tikvari had to spend a year recuperating and never flew normally again. Afterwards, Tikvari and Riv’tikara started a nest together, and Tikvari was eventually chosen as Vikre’ratir, despite his crippled wing. (4)
Name change for Riv’Tal, Tikvari and Riv’tikara
Riv’tal —> Rivta
Tikvari —> Tikviri
Riv’tikara —> Rikara
Language Development
Basics (1):
Koo - me
Ee - you
Eru - them
Eha - us
Ke - yes
Rih - no
Culture (2):
Yirake - priest/shaman nest
Krat - defense/lookout nest
Ekiek - youngling
Kiektee - nestlings
Eyie - adult
Lerau - nest group
Ratak - clan
Arak - evil force of darkness
Traiki - life
Aira - home
Kriet - temporary shelter
Akrateer - family heritage
Teerti - The summer settlement
Kritera - permanent home/shelter in the settlement
Vikretir - flight leader (leader during migrations, high authority the rest of the year)
Vikar - migration
Lerahwa - nestmate
Larwekiek - nestchild
Raukiye - Coming of age ceremony
Descriptor (3):
Yeega - traitor
Tekara - hidden/camouflaged
Sigka - simple
Jela - tasty/good-tasting
Yiker - delicious
Taria - challenging
Verbs (4):
Raiv - to fly
Vraer - to succeed/excel
Rizee - to carry
Jelter - to forage
Kikteer - to hunt
Talvah - to land on a tree
Raltol - to land on the ground
Ratyr - to defend/protect
Rekite - to care for/nurture
Ekit - to teach
Talrel - to light/illuminate
Other (5):
‘thi - suffix for small
A’ - prefix for near/related to the clan
‘tol - suffix for ‘place of’
Environment (6):
R’ye - sun
Tahl - ground/soil
Tray - freshwater
Trekre - saltwater
Revaree - tide
Trakret - coastline/beach
Ikaratra - swamp/marsh
Vahr - air/above
Reikre - day
Raeku - night
Raoki - sunset/sunrise
Akre - flight
Tair - something that is reflective (metal or water, for example)
Dalrey - fire
Locations (7):
Terti - The summer settlement
Traedal - the large lake ten miles south of their summer settlement
Vrikretra - the large river leading to the lake
Creatures (8):
Taik - dangerous creature
Hikka - small harmless creature
Vaari - Large avian creature, large light-sensitive eyes, hunts nocturnally. Will snatch a fully grown Eekraw if they are alone
Jiltatek - Large predator reptile, has strong, wide tail with spikes on it. Has difficulty using tail in tight quarters
Tikrotek - Dog-sized insect, with green camoflauge skin and strong legs. Ambush predator
Tultik - Large semi-amphibious segmented worms that feed on dead plants and animals, as well as seaweed and other ocean plant-matter
Kratreski - Large herbivore with armored hide and two large horns
Ratariska - Medium-sized animal with hard exoskeletal shell, four legs and slightly webbed feet for swimming. Feeds on the star-shaped fruits and the funghi, travels in small family groups
Teksheka - A medium-sized creature with tough skin and sharp tusks, dangerous if provoked. Semi-domesticated - the Eekraw leave fruits for them and they hang around near their settlement
Riikika - Bioluminescent beetles that live in colonies and feed on tree sap, release a noxious gas when threatened. Has luminescence that alters based on the season.
Kiltra - Small, vibrantly colored fish which live in shallows and coastal pools, feeding on small insects and algae
Plants (9):
Tiira - plant
Vasket - trees that are too short to jump off of
Tafek - tall tree that can be jumped off
Talritra - A bioluminescent moss that exists in a symbiotic relationship with the trees of the biome and grows on their upper canopies
Ritravar - Star-shaped fruit produced by one of the tree species
Tertryi - Floating fruit-bearing plants tethered to the ground by long vines. They drift in the canopy catching sunlight, held aloft by gas-filled sacs next to the fruit.
Jiltaltra - bushes with long, pointy thorns
Cultural Exchange
Only possible target is region 10.
Procedure:
Roll 2d20 to see how many words switch (first die for words from Settled Region 1, second for words from Migratory Region 10)
Roll that many times among all words to swap between the two
Roll 1d10 for every cultural practice/myth, anything that rolls below strength transfers
Language
Roll: 2d20: 13, 4
80 words in region S1: 13d80: 66, 41, 52, 3, 67, 14, 38, 34, 66, 44, 31, 52, 24
Jiltatek (predator reptile)
Ekit (teach)
Ikaratra (swamp/marsh)
Eru (them)
Tikrotek (dog-sized insect)
Arak (evil spiri)
Raltol (land on ground)
Rizee (carry)
A’ (related to/near the clan)
Taria (challenging)
Larwekiek (nestchild)
66 words in region 10: 4d66: 45, 12, 15, 57
Raeku (night)
Varka (force of darkness)
Krit (shelter)
Ratir’skika (swimming exoskeletal animal)
Cultural Practices
From S1:
Raukiye (coming of age) 6
Revere sun 6
Varka 4
Kravar 6
Rivta and Tikviri 4
Tikviri and Rikara 4
6d10: 8, 10, 8, 4, 10, 4
A little bit disappointing — the only thing that transfers is the story of Kravar, which was simplified in S1 compared to its form in region 10. In fact, rather than remove the Kree’Veeka part (why would it go away, honestly?) I’ll just change the name in region 10 from Kra’varik to Kravar, and leave Kree’Veeka’s presence.
And all of the cultural practices in region 10 are also present in region S1 (since S1 is an offshoot of region 10). The only thing that might transfer is the existence of Kree’Veeka. So, if I roll below a 5, she’ll get added back to region s1. 1d10 = 9, so she does not.
This post is kind of an awkward length, since most of the settled region round was already done in a previous post. The migratory region round is still to come, but it’s long enough that I’m going to split it into two posts anyway, and this is a good stopping point.
In Migratory Region 7, by contrast, the equivalent character in their myth (Kree’Veeka in Settled Region 1 is KrVee’ra Yee’r in Migratory Region 7) founded the institution of a priestly nest (Yee’r).