In this part of the turn:
The mountain tribe pushes north, causing a chain of migration into the northern forests.
Some of the southernmost tribe crosses the ocean in boats and settles in a southern continent
The southernmost tribe starts making basic clothing out of vine stalks
The tribe of the northwestern forests create a ceremony to drive away evil spirits
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.
It is currently Turn 11 of the worldbuilding process.
The Table of Contents of all my posts is below:
The inhabited world looks like this:
The previous part of Turn 11 is below:
Expansion
The next part of the turn order is expansion.
1d17 = 1
Region 1 is the region in the dead center of the central continent, from which the Eekraw initially sprung. Possible destinations: 2, 7, 8, 11
1d4 = 4, so region 11
Region 11 can move into regions 2, 3 or 7: 1d3 = 2, so region 3
Finally, since there is an uninhabited region to move into, region 3 moves into the temperate forest to the further north
Region 1 to Region 11
Regions 1 and 11 are very similar already. They split all the way back in Turn 7, but each region has only had minor changes since then. It’s also the same biome. I won’t bother with the full cultural exchange therefore, as their culture is totally identical, and language is almost so.
Instead, I’ll just do a full language development for the new region 11. I’ll put it in a footnote again to avoid cluttering up the whole post.1
Region 11 to Region 3
Now, old region 11 to region 3. For this one, I will do a full cultural exchange. I’ll start by naming things in the new biome in the language of the new region 3, then exchange culture and language.
Here are the things in the biome of region 3, with their new names in the language of the culture that was previously in region 11.
Rekru’taik (night-hunter) - Stealthy creature with large, piercing eyes, solitary hunter
Tikra’taik (pack hunter-predator) - Pack hunting creature with leather skin and a strong jaw that can crunch through exoskeletons
Tekro’tav’k (snake-tree) - Sleek, elongated animal with a prehensile tail. Drops from trees onto their prey, have a venomous bite
Ratir’skika (defense-harmless) - Medium-sized beetle-like creature with a hardened carapace, eats decaying plant or animal matter
Trarotik (large herbivore) - Large herbivore with broad, leaf-like antlers. Have thick fur that helps keep them warm in the winter
Erraw’skika’ta (nestgroup-harmless-ground) - Medium-sized animal which eats the fern-like plant and moves in groups of three or four, easily startled
Draki’skika (water-harmless) - Amphibious medium-sized animal with webbed feet and a finned tail, lives in or near rivers and small lakes, hibernates in winter
Turjek - Small animal with vibrating whiskers and no eyes, lives in decayed roots of trees underground
Re’kree’skika’ti (sun-harmless-small) - Bioluminescent beetles that live in colonies and feed on tree sap, release a noxious gas when threatened
Teer’tikru (plant-deceiving) - A fern-like plant with nutrient-rich leaves which several animals eat. Eekraw cannot eat them, but when boiled they make a good-tasting tea
Jilk’teer (tasty-plant) Bush producing large, sweet berries
Varskit’ta (tree-ground) - Some trees have sap that is hardens when exposed to water, allowing it to hold things together
Ekarat’tav’k (shelter-tree) A tree has bark that can be soaked in water and then beaten into sheets to create clothing
Now, I’ll transfer language between the new region 3 culture and old region 3 culture. I’ll roll a d20 for each to see how many words transfer.
2d20: 8, 15
8 from new to old, 15 from old to new.
New has 58 words, so I’ll roll 8d58
8d58: 10, 17, 57, 36, 47, 11, 14, 53
Erraw -nest group
Yitik’ti - thief/liar
Varskit’ta (tree-ground) - Some trees have sap that is hardens when exposed to water, allowing it to hold things together
Draki - water
Trarotik (large herbivore) - Large herbivore with broad, leaf-like antlers. Have thick fur that helps keep them warm in the winter
Ekra’k - clan
Kar - home/safe place
Varskit - trees that are too short to jump off of
Old has 77 words, so I’ll roll 15d77
15d77: 32, 15, 66, 5, 66, 59, 4, 5, 74, 31, 14, 17, 61, 28, 60
ShVaerkei - to move quickly/hurry
Jilki - meat
Tiruir - Medium-sized beetle-like creature with a hardened carapace, eats decaying plant or animal matter
Eira - that nest group
Tael’raak - pond
Aei - them
Raetikri (bad-tasting-plant) - A fern-like plant with nutrient-rich leaves which several animals eat. Eekraw cannot eat them, but when boiled they make a good-tasting tea
Shal’aratiy - tool fashioned from animal bones to draw sap from the trees
Ek’yik - individual from my nest
Taeva - the sacred forest as a whole, revered as being placed by the ancestors on the world to aid their leaps into the sky
Vaekt’k - air-based predator
Tik - ground-based predator
Yekriy - old-fashioned
The new to old was fairly straightforward, but there are two words from the old region 3 that might not transfer directly — Shal’araiy, the tool to draw sap from trees, doesn’t make sense if the technology doesn’t translate. And Taeva, the sacred forest, doesn’t make sense if that cultural belief doesn’t translate. I’ll just put both in, and if the two things don’t translate, I’ll change their meaning to something that makes more sense
Cultural Transfer
New region 3 has pretty limited culture and no myths
Culture:
Reverence for the sun (5)
The Var’k are evil shadow spirits (associated in some way with the Varkai (raptor-like predators). The Yee’r (priests) conduct rituals to try to drive the Varkik away spiritually (5)
Old region 3 has more, but still less than many of the other regions.
Culture:
Revere the sun (5)
View the forest (Tava) as being placed in the world for them by the spirits or their ancestors to aid their leaps into the sky. The oldest trees are worshiped as Yek’Tav, sacred trees. (5)
Every 16 years, on the night when both moons are full on the four days around the equinox, all the clans gather together for a great feast. They call this the Laikur’laa Riltika (Feast of the Night-Sun) (5)
Oral History/Myth:
Var’Doltik was a young Eekraw who was generally derided as being clumsy. However, she went and found several other Eekraw - Talwik, the brave male, Ekti’lu, the wise female, and little Daltal’tiy, the male tracker - and convinced them to form a hunting group, even taking down a Ra’kutik. Her demonstrated leadership convinced the other three to form a nest group with her. Later, the rest of her clan decided to ask her to guide them, due to the noted success of her and her nest group. (5)
Old region 3 also has a technology - Shalu’tarak’tiy - tool fashioned from animal bones to draw sap from the trees
For all of the cultural beliefs, I’ll roll 1d10 and if the roll is less it transfers. For the technology, I’ll do the same, trying to match a 5.
So, new to old: 1d10 (they both revere the sun, so I won’t bother to roll for that. 1d10 = 3
So, the Var’k transfers — I’ll remove the second sentence about the Yee’r, since old region 3 doesn’t have Yee’r. I’ll also create a new word instead of Var’k — Dor’tiktir previously meant ‘hidden-danger,’ but it now means ‘evil shadow spirit’
From old to new, I’ll roll 4d10
4d10: 1, 10, 5, 7
So, Revering the forest is the only thing that transfers. I’ll remove the word ‘Yek’Tava,’ too, since it didn’t transfer.
Both of these transfer at strength 3, as they are less strength than the older beliefs.
So, of the two words that I was unsure of, Taeva works, since they do revere the forest now. But Shal’aratiy as a tool to draw sap does not fit. I think I’ll use it to just name the sap itself
Now, I’ll do a basic language development for new region 3.
1d8 = 8
Plants (8):
Taer - plant
Varstik - trees that are too short to jump off of
Tavka - tall tree that can be jumped off
Raetriki - A fern-like plant with nutrient-rich leaves which several animals eat. Eekraw cannot eat them, but when boiled they make a good-tasting tea
Jilkter (tasty-plant) Bush producing large, sweet berries
Shalarat - Some trees have sap that is hardens when exposed to water, allowing it to hold things together
Ekrattav (shelter-tree) A tree has bark that can be soaked in water and then beaten into sheets to create clothing
Region 3 to Region 18
Now, former region 3 moves into the un-discovered region 18 and I generate a new biome.
Considering region 18 is another temperate forest like region 3, I’m going to keep the biome, and just change several features randomly. I’ll roll for one random feature from region 7 (the tropical deciduous forest that’s adjacent), one feature from from one of regions 4, 8, 12, 14 or 15 (the other temperate forests in the world), one feature from a totally random region, one feature to vary and one feature to replace.
From region 7
1d12 = 2
Minor Predator: Large reptile, has large tail with spikes on it
As with last turn, I’ll roll to see what it replaces or if it’s added. So I’ll roll 1d3 — 1 replaces pack hunting creature, 2 replaces elongated animal with tail, and 3 gets added as an additional minor predator.
1d3 = 2, so it replaces the elongated animal with tail that drops from trees
From temperate forests
1d5 = 2, so from region 8. 1d13 = 10
Small prey Animal: Small, mouse-like creature with long tails that can be shed as a decoy when threatened
It’s similar to the animal with vibrating whiskers, so I’ll just roll 1d2 — 1 it replaces that animal, 2 it’s added (rather than possibly replace the beetle)
1d2 = 2, so it is an additional animal
From a random region
1d17 = 14. From region 14: 1d12 = 9
Small Prey Animal: Small, reptilian creature that molts, with four tentacles and powerful horns, has symbiotic relationship with medium prey
Another small prey animal. I’ll roll 1d4 this time (1-3 replaces an animal already present, 4 is added as well)
1d4 = 1
That works out pretty well, it replaces the eyeless whiskered animal which is so similar to the small mouse-like creature. I also remove the symbiotic relationship part, since that prey animal doesn’t exist in this region.
Variant Creature
1d14 = 6
Medium Prey Animal: Medium-sized animal which eats the fern-like plant and moves in groups of three or four, easily startled
Possible variations:
Size Variation: A smaller subspecies, adapted to navigate dense underbrush more easily, allowing it to escape predators and exploit different food sources.
Coloration: A variation with darker fur, providing better camouflage in shadow-rich environments or during nighttime activities.
Fur Length: A subspecies with longer, thicker fur, better suited for colder regions of the temperate forest.
Diet Adaptation: A variation that has evolved to eat a wider range of plants or even small insects, expanding its food sources.
Tail Modification: A group with prehensile tails, allowing them to grasp branches and forage in trees.
Sensory Adaptation: Enhanced hearing or smell in a variation, aiding in detecting predators or locating food hidden under foliage.
Social Behavior: A solitary variant, as opposed to the original group-living behavior, possibly as a response to scarce food resources.
Breeding Patterns: A subspecies with a different breeding season, allowing offspring to avoid competition with the original species' younglings.
Foot Structure: Variants with webbed feet, adapting to wetter parts of the forest or near water bodies.
Digestive Adaptation: A subspecies capable of digesting tougher plant matter, allowing it to exploit different parts of the same food sources.
Hibernation Behavior: A group that has developed a shorter or longer hibernation period, adapting to local climate variations.
Migratory Habits: A migratory variation, moving to different parts of the forest in response to seasonal changes.
Reproductive Strategy: Variants that produce more offspring at a time but with a longer interval between births.
Defensive Mechanisms: Development of spines or thicker skin as a defense against predators or rough terrain.
Nocturnal Adaptation: A nocturnal variant, which avoids daytime predators and exploits different feeding times.
Climbing Abilities: Enhanced climbing skills to escape ground predators or exploit tree-based food sources.
Foraging Technique: Variants that have developed unique foraging techniques, like digging or stripping bark, to find food.
Communication Methods: A subspecies with more complex vocalizations or other forms of communication, aiding in social cohesion or mate attraction.
Metabolic Rate: A variation with a slower metabolism, requiring less food and thus reducing competition with the original species.
Body Shape: A more streamlined body shape for quicker movement through dense vegetation or to evade predators.
1d20 = 11, hibernation behavior
It hibernates for a long-time in winter.
Medium-sized animal which hibernates in the winter. It eats the fern-like plant and moves in groups of three or four, easily startled
New Feature
Finally, I’ll replace one of the features of the biome entirely
1d14 = 6 — that’s the one I just did a variant of, so I’m not going to replace it, I’ll just add a third medium prey animal.
This time, I’m going to try to use the Starforged creature tables. I’ll start on page 336 of the Starforged rulebook.
For environment, I’ll roll 1d100 — 1-55 land, 56-80 water, 81-100 air. 1d100 = 31, land
For size, I’ll roll 1-25 = small, 26-100 = medium. 1d100 = 53, medium
So, it’s a medium creature on land.
Now, I’ll roll for basic creature form, from the table on page 337 — 1d100 = 75, ‘spider/web-weaver.’
Then, creature first look from 338: 1d100 = 25 - dead or undead. Nope, I’m not using magical things in my world, so I’ll reroll — 1d100 = 66 — luminescent. Too many of the creatures in this world are luminescent, but that’s fine.
So it’s some kind of web-weaver, with luminescence (probably luminescent webs).
Medium Prey Animal: Medium-sized animal with eight legs, dwells in the upper canopy of the forest. Weaves luminescent webs under treetops to catch fruits when they fall from the upper trees.
New Words
Now, I’ll name the new creatures:
Tik’s’ka’tiy (ground-walker-new) — Large reptile, has large tail with spikes on it
Eraskik - Medium-sized animal which hibernates in the winter. It eats the fern-like plant and moves in groups of three or four, easily startled
Til’raitir’s’ka (small-defend-walker) — Small, reptilian creature that molts, with four tentacles and powerful horns
Tujeit’tiy — Small, mouse-like creature with long tails that can be shed as a decoy when threatened
Vaerra’varskti’wi’kra (above the forest canopy-shelter) -- Medium-sized animal with eight legs, dwells in the upper canopy of the forest. Weaves luminescent webs under treetops to catch fruits when they fall from the upper trees
Language Development
1d9 = 6
Other (6):
‘il - suffix for small
‘thiy - suffix for new
‘wee - suffix for place
‘tav — suffix for sacred/revered2
Second Expansion
I want more outwards momentum, so I’m thinking of doing an additional expansion roll among the regions on the outward edges of Eekraw settlement, so they continue to move outwards. The factor discouraging me from doing this is that one reason I changed the turn order so much is that there wasn’t enough differentiation happening between regions, so I increased the ‘change’ parts of the turn order compared to the expansion. On the other hand, the fewer regions I have, the more likely that cultural diffusion will make every region indistinguishable. Plus, once I go above twenty regions, I’ll do another roll for most of the ‘change’ steps anyway.
Finally, I do want to settle the whole globe eventually. At this point Eekraw settlement has reached less than half of the globe, and the expansion above just filled in an empty space in the central continent rather than pushing outwards.
Yeah, as I think about it, I will do so this time. I’ll pre-decide that next turn I won’t do this, however.
I’ll roll between the furthest outskirt regions — Region 8 (which is on the southern coast and has boats), 13, 14, 16, and 17.
1d5 = 1
Region 8, then, expands across the sea to the south, to the southern continent.
Now, the question is, how do I split up that southern continent into regions? There’s temperate forest all over it, but also sections of tropical deciduous forest and scrubland as well.
I can think of three main options — the first is just to treat that entire southern continent peninsula as one region. That wouldn’t be too massive of a region, it would still be only in the middle range of region sizes.
Second possibility would be to just make the one section of temperate forest in the north of the continent or the tropical deciduous forest in the northwest the new region, leaving the other tropical deciduous forest and the other section of temperate forest as regions to expand to later. That would make a small region, but not ridiculously so.
Finally, the last option would be to just cut the continent in half, and make the northern section the new region.
I’ve decided to go with the second option, and do the smallest reasonable regions here.
I’ll roll 1d2 to decide whether it’s the temperate forest to the northeast or tropical deciduous forest to the northwest.
1d2 = 1
So, temperate forest.
Region 8 is also a temperate forest, so I’ll just do edits to it — roll for one feature to be replaced by a feature from region 15 (the other temperate forest nearby), another to be replaced by a feature from one of the other temperate forests, another from a random region, one to be a variant and one to be replaced altogether.
From region 15
1d13 = 4
Scavenger: A slow quadruped with a long snout and a strong, armored back. Excretes dissolving enzyme to soften tough materials
Roll 1d2 — 1 replaces the existing scavenger, 2 is additional.
1d2 = 2
From a temperate forest
Regions 3, 4, 12, 14, 16, 18 — 1d6 = 5, so Region 16
From region 16:
1d14 = 9
Small prey Animal: Bioluminescent beetles that live in colonies and feed on tree sap, release a noxious gas when threatened. Has a seasonal life-cycle — born in the spring, lays eggs and then dies in the fall, and the eggs lay dormant until they in turn are born in the spring
This is a variant of the beetles that were already in region 8, so instead of rolling which to replace or add, I’ll roll 1d2 — 1 replaces the beetles, 2 means there’s a second variant of it.
1d2 = 1, so it replaces
From a random region
1d19 = 17, from region 17:
1d13 = 9
Small Prey Animal: Small bird with iridescent feathers, uses long tongue to drink nectar from flowers
Another small prey — I’ll roll 1d3 (1 replaces the fish, 2 replaces the mouse-like creatures, 3 is additional) 1d3 = 3
Okay, so there’s getting to be an embarrassment of small prey animals there.
Variant Creature
Next, I’ll roll to see which one gets a variant: 1d15 = 6
Major Prey Animal: Large herbivore with armored hide and two large horns
Possible variations:
Color Variation: A Skiratar variant with darker, moss-green hide for better camouflage in dense forests.
Horn Shape: A subspecies with curved horns, better suited for maneuvering through thick underbrush.
Size Adaptation: A smaller variant that is more agile, able to navigate rocky coastal areas with ease.
Hide Texture: A variant with a smoother, more water-repellent hide, advantageous in rainy climates.
Dietary Adaptation: A subspecies with a modified jaw structure, allowing it to feed on harder-shelled coastal creatures.
Tail Length: A variation with a longer tail for better balance on uneven, rocky terrain.
Foot Adaptation: A variant with broader, webbed feet for easier movement in marshy areas.
Behavioral Change: A nocturnal Skiratar that avoids daytime predators and heat.
Temperature Regulation: A variant with a thinner hide, adapted to warmer microclimates within the forest.
Social Structure: A more solitary Skiratar variant, unlike the typically herd-oriented species.
Sensory Adaptation: A subspecies with enhanced olfactory senses, beneficial for detecting food and predators in dense foliage.
Reproductive Strategy: A Skiratar with a longer gestation period but larger, more developed offspring.
Defensive Adaptations: A variant with more pronounced armored plates for protection against specific predators in the area.
Foliage Consumption: Adaptation in digestive enzymes to process a wider variety of plant life found near the coast.
Seasonal Adaptation: A Skiratar that sheds its hide seasonally to adjust to varying temperatures.
Coastal Foraging: A subspecies that has developed a taste for seaweed and other coastal plants.
Height Variation: Taller Skiratar subspecies, able to reach higher vegetation for feeding.
Mating Displays: A variant with more vibrant horn coloration, used in mating rituals.
Predation Response: A Skiratar with faster sprinting capabilities to escape from new predators in the region.
Water Interaction: A variant more comfortable in shallow water, often seen wading near the coast
1d20 = 7
So, the new description is:
Large herbivore with armored hide and two large horns. Has broad, webbed feet to assist in movement in marshy and swampy areas.
Replacement Feature
Finally, I’ll replace one feature entirely. 1d15 = 4
Scavenger: Large segmented worms that feed on dead plants and animals
So, it’ll be replaced by a new scavenger.
This time, I want to try out the creature generator in Evocraft, from page 52 of the corebook.3
I’ll say it could only be somewhere between small and large in size, so 1-25 small, 26-75 medium, 76-100 large. 1d100 = 63 — medium
Structure: 1d100 = 38 — Robust
Frame: 1d100 = 13 — four legged
Exterior: 1d100 = 13 — Furr, fuzz, fluff or wool
Behavior: 1d100 = 64 — Unpredictable
Trait Descriptor: 1d100 = 97 Pleasant
Trait: 1d100 = 84 — Legs
So, it’s a robust, four-legged, medium animal with fur and pleasant legs. What do ‘pleasant legs’ mean in this context?
Scavenger: Medium-sized quadrupedal scavenger with thick fur. Has short, sturdy legs to hold up its hefty body.
New words
Now, words to describe the new animals:
Tav’torskar’tali (new-scavenger-ground) — A slow quadruped with a long snout and a strong, armored back. Excretes dissolving enzyme to soften tough materials
Skikka’tav (harmless creature-new)— Medium-sized quadrupedal scavenger with thick fur. Has short, sturdy legs to hold up its hefty body
Skiratra - Large herbivore with armored hide and two large horns. Has broad, webbed feet to assist in movement in marshy and swampy areas.
Ra’orik - Bioluminescent beetles that live in colonies and feed on tree sap, release a noxious gas when threatened. Has a seasonal life-cycle — born in the spring, lays eggs and then dies in the fall, and the eggs lay dormant until they in turn are born in the spring
Sika’vakre (nuisance creature-flight) - Small bird with iridescent feathers, uses long tongue to drink nectar from flowers
Language Development
Now, I’ll do full language development for this region. This will again be in a footnote.4
Technological Development
Next, technological development. There are 19 regions, so I’ll roll once:
1d19 = 8
Region 8 (the southern region that has developed boats)
Biome: Coastal Temperate Forest
Social Structure:
Clan units of related nest groups, limited specialization
Specialization is at the nest level (i.e., there is a nest of Yeek)
Trades younglings between clans to create new nests. For example, two clans might agree to combine their most promising younglings to create a new nest in one or the other clan. Or a clan with a nest that has lost a member might request a surplus member from another clan. This also creates ties between clans.
These Eekraw use R’tere (luminescent moss) to create specific symbols to represent their clans, so other clans will know when they’ve crossed paths. Not a territorial thing, as they migrate
Technology/Tools:
Shelter: Nests in the trees
Simple rafts, used to send the dead out to sea, and for the living to fish further out from the coast
Culture/Myth/Oral History:
Revere the ancestors, who dwell out beyond the oceans. (5)
Yee’Ra’Tark (death ritual) - As the ancestors live out beyond the oceans, when an Eekraw dies, they need to be sent home. Using the Travar’tali (rafts), the dead Eekraw is put to sea to join the ancestors. (5)
Fark (evil spirits) - the Fark are evil shadow spirits which long to take the soul away from an unwary Eekraw. The Yik (priests) conduct rituals to drive the Fark away spiritually. It is bad luck for any but a Yik to say the word ‘Fark’ - other Eekraw use the word ‘Rakva’ as a euphemism, to avoid drawing their attention. (5)
Roewa’Vakre (ancestor flight) - The period every 16 years when both moons are full on the equinox and line up to create a bright reflection is a beacon. The ancestors use this beacon to fly back to the world and revisit their descendants. (5)
Possible new technologies:
Fire
Basic baskets
Basic clothing
Improved nests
Basic bone tools
1d5 = 3
Basic clothing from furs or some sort of plant thing? 1d2 = 2
Trevar’tir (funghi with stalks) stalks can be used as basic clothing
Use Trevar’tir (funghi) stalks to create basic clothing — simple woven cloths
Myths/oral history
New Festival
First, new festival, ritual or major tradition.
Roll one region — 1d19 = 18 — the new region in the northwestern forests of the central continent.
Biome: Temperate Forest
Social Structure:
Clan units of multiple related nests, limited or no specialization
Tools/Technology:
Shelter: Underneath trees, with some brush pulled over the top
Shalu’tarak’tiy - tool fashioned from animal bones to draw sap from the trees
Culture:
Revere the sun (5)
View the forest (Taeva) as being placed in the world for them by the spirits or their ancestors to aid their leaps into the sky. The oldest trees are worshipped as Yek’Tav, sacred trees. (5)
Every 16 years, on the night when both moons are full on the four days around the equinox, all the clans gather together for a great feast. They call this the Laikur’laa Riltika (Feast of the Night-Sun) (5)
The Dor’tiktir are evil shadow spirits. (3)
Oral History/Myth:
Var’Doltik was a young Eekraw who was generally derided as being clumsy. However, she went and found several other Eekraw - Talwik, the brave male, Ekti’lu, the wise female, and little Daltal’tiy, the male tracker - and convinced them to form a hunting group, even taking down a Ra’kutik. Her demonstrated leadership convinced the other three to form a nest group with her. Later, the rest of her clan decided to ask her to guide them, due to the noted success of her and her nest group. (5)
Possible new festivals:
Summer festival (sometime in the summer - just celebrating the year)
Coming of age ceremony
Naming ceremony
Ritual to drive away Dor’tiktir (shadow spirits)
Mating ceremony
Yek’Tav ceremony (dedicating a Yek’Tav?)
1d6 = 4
There is now a new festival to drive away Dortik. Since there isn’t a priest class in this tribe, it’s conducted by everyone
It’ll be called Dortik Raitir (shadow spirits - defend). It’s conducted in the dead of winter, when the day is shortest
Dortik Raitir (defend from shadow spirits) — In the deepest part of winter, the tribe comes together to conduct a ritual to drive the Dortik away. This ritual is followed by a feast of all the best food everyone in the tribe can find, to celebrate the Dortik’s rejection.
Basic language development:
1d8 = 4
Tools/Constructs (4):
Kralalu - temporary shelter
Salaratiy - tool fashioned from animal bones to draw sap from the trees
Prominent Individual
Now, for the new prominent individual. 1d19 = 14. Region 14 is the temperate forest region in the south of the western continent.
Biome: Temperate Forest
Society/Social Structure:
Clan units of multiple nests, limited specialization. Specialization is at the nest level
When younglings become adults, they are of age to find nestmates and form a new nest, usually made up of four to six adults. Forming a nest occurs in a ceremony where twigs are exchanged between all of the new nestmates, and their new nest is formally established
Ye’ar (priests) (at the nest level, i.e., one of the nest in a clan is the Ye’ar nest)
Ichra’dyr - a nest which is tasked with being lookouts/defenders for the rest of the clan
The Ye’ar and Ichra’dyr nests choose what younglings will join their nest, unlike the other nests which are chosen by the young adults themselves.
Clans conduct trade with each other when their migrations pass each other
Technology/Tools
Shelter: Nests burrowed in dead trees
Culture:
Reverence for the sun (4)
The Varcha are evil shadow spirits that take the form of great shadowy birds flitting across the night sky. The Ye’ar (priests) conduct rituals to try to drive the Varcha away spiritually. (4)
Each clan has a EchVeere (clan song), an oral history of the clan that is sung to remember the past. The entire clan joins in to sing the EchVeere, led by the R’echray’ar (priest of the song, a member of the Ye’ar clan). (4)
Oral History/Myth:
Karvek and Veekra - Karvek was a brilliant Ye’ar, who traveled between the clans learning their histories and rituals. With the help of his student Veekra, he created the EchVer’wa, the song of the Eekraw, which recorded the whole history of the Eekraw. However, he foresaw the splintering of the clans and split the song among the clans, so each has a fragment of the overall song, which is the base of their own EchVeere. Unless they are united, no clan may share its fragment with any other, but once all the Eekraw are united in one, they will finally have the entire EchVer’wa once more. (6)
Rikrere (night omen) - The Eekraw once saw lights in the sky, over and over again, pointing this way (southwest). They left their old homeland, and traveled for long days and nights, until they reached their current location. Some say they did not fulfill the omen, and ought to keep going until they can go no further. (4)
Yigti Ratrak (traitors to the clan) - During a season of the worst weather ever experienced, the clan suffered greatly, and most died of famine. One nest seemed to hold up better than the others, and were praised and put in charge of the entire clan for their work in helping the other, weaker nests. However, the clan discovered that this nest had in fact hoarded all of the food of the clan, keeping their strength up at the expense at everyone else, directly causing the deaths of many clan members. The adult members of the nest - Talu Yigti (male), Vaoshra (male), Chritrai (female), and Etrachi (female) - were expelled from the clan for this grave offense, and were marked as Yigti (traitors) and marked with death should they return. (7)
Male (1), female (2), group (3)
1d3 = 2 (female)
I use the default table:
Ritual/Priestly/Spiritual virtues
Hunting/conflict virtues (skill at hunting,etc.)
Artistic/cultural virtues
Social/diplomatic virtues
Personal virtues (strength, intelligence, etc)
Character virtues (bravery, loyalty)
Hunting/Conflict vices (cowardice, betrayal in a hunt or battle)
Social/cultural vices (stealing, botching a ritual, betrayal of the clan)
Character vices (cruelty, deceit, discord)
Something specific to this tribe
1d10 = 6
Character virtues (bravery, loyalty, generosity)
Possibilities:
Bravery in natural crisis (fire)
Protected nest
Compassionate caregiver
Support/revere the Ye’ar
Resilience in adversary
Fantastic singer
1d6 = 6, fantastic singer
Exceptional memory
Vocal range
Innovative interpretation
Connection to the song
Raised by previous R’echray’ar (priest of the song)
Performs at the same time as some miraculous event (comet, equinox, etc.)
1d6 = 2, vocal range
Name: Echteecha (clan verse - sing)
Story:
Echteecha — Echteecha was a member of the tribe who was incredibly skilled at singing. Though she was not a member of the Ye’ar nest, she nonetheless stood out as the best singer in the tribe, with an amazing vocal range. She sang the EchVeere better than anyone else in the nest, which is why she was given the name ‘Echteecha’ — singer of the clan verse.
Full Language Development
Roll two regions
2d19: 18, 10
Region 18’s update is in the footnote.5 I already did basic language development on Region 18 twice this turn, but that’s a good thing - it causes more differentiation over time.
Region 10’s update is also in a footnote: 6
Finally, according to the turn order, I was supposed to do a cultural exchange round. However, I’ve decided to make a turn order change, since cultural exchange occurs naturally in the migration/expansion portion. Going forward, I’ll add cultural exchange to the universal round, rolling between all regions, not just the migratory ones. And I’ll just end the turn here.
And that finally ends Turn 11. Turn 11, with the new turn order, is by far the longest turn I’ve done. A lot of the time it took was time I just wasn’t working on this project— November and the first half of December were incredibly busy for me, and I didn’t have as much time to spend on this as I wanted. There is no doubt that this is longer than any of the other turns even without the deadtime taken into account. It was also very fun, though, and I enjoyed doing the SoloRPG session in the course of this turn.
Basics (1):
Ko - me
Yem - you
Yire - respectful you addressing member of Yeela
Yitiyr - respectful you addressing member of Kratar
Aro - them
Riva - us
Hri - yes
Kro - no
Culture (2):
Yela - priest/shaman nest
Kratar - defense/lookout nest
Ekti - youngling
Ekiti - nestling
R’wai - nest group
Krac - clan
Varu - evil force of darkness
Trak - life
Akar - sanctuary
Krati - temporary shelter
Descriptor (3):
Yi’tek - evildoer who commits major taboo act
Diker - smart/intelligent
Skish - bad
Jelik - good
Verbs (4):
Laili - to fly
Rarif - to take flight/take off
Rivack - to dominate/oppress
Rizhil - to use
R’Taal - to stand/land
Ratay - to defend/protect
Raaty - to love/care for
Ratvak - to challenge
Tayk - illuminate
Thrar — to endure
Other (5):
‘hi - suffix for small
‘dik’k - suffix for large
Thavika — beginning
Environment (6):
Kre’re - sun/daytime
Ekru - night
Rikroo - sunset/sunrise
Taa - ground/stone/soil
Tori - underground
Traki - water
Vara- air/above
Talra - Stone that emits a low glow, can be used for lighting in caves
Thavik - jumping off points for flight - cliffs or tall trees
Te’er - something that is reflective (metal or water, for example)
Kraktori (shelter-underground) - cave
Creatures (7):
Tek - dangerous creature
Kik - non-threatening/harmless creature
Thaak - medium-sized feline with heat-dissipating fur and retractable claws, hunts during cooler hours
Thigro’ekru - Snakes with scales, infrared senses, basks on cliff faces during the day and hunts at dusk
Vurke - Large raptor-like predator with leathery wings, uses thermals to stay in the air for hours, major predator of the Eekraw
Tikar - Canine with sturdy legs and keen sense of smell, looks for carcasses but will attack a wounded creature if it thinks it can get away with it
Th’rar - Large herbivore with sturdy legs, hump on back to store water, thick leathery skin, can go days without water
Skitel - solitary mammals with hooves that can grip nearly sheer surfaces, go to hard-to-reach vegetation
Rakitil - small creatures with large ears, primarily nocturnal, jump from rock to rock
Thurjak - Small mouse with fur that holds heat in then dissipates it when it feels safe. Build underground burrows
Jital - small lizard that feeds on insects and takes shelter under rocks
Plants (8):
Thear - plant
Thirt - root vegetable that grows beneath the rocky soil
Therre - plants with durable fibers, reflect the sun’s rays
Hrati - tough, fibrous plant, can be used for grain
Varset - trees that are too short to jump off of
Thaf - tall tree that can be jumped off
Just a note on how cool the language diffusion process sometimes is. “'tav' as a suffix meaning ‘sacred or revered’ comes from the word Yek’Tav, meaning old sacred tree. That, in turn, comes from the word ‘Tava’ in region 2, which means ‘sacred tree placed to aid in flight,’ which in turn comes from ‘Tavark’ from region 1, which means ‘a tall place you can jump off of.’
After trying out the creature generators in a bunch of different RPG supplements, I continue to think that the one in Stars Without Number is by far the best. Part of the problem is that most RPG supplements are designed to generate monsters to fight, which isn’t the primary thing I’m trying to do. I’m trying to create creatures to fill out the world, not to fight, so I don’t need them to be crazy and scary.
Basics (1):
Ga - me
Yia - you
Ruru - them
Ewa - us
Ki - yes
Ker - no
Culture (2):
Yikk - priest/shaman nest
Fak - evil force of darkness (word only spoken by Yeek)
Ravka - euphemism for the Fak spoken by non-Yeek
Raewa - the ancestors
Roewavak - the event during which the moons create a bright light on the ocean which the ancestors use to fly home
Ek - youngling
Ektiti - nestling
Kibor — adult
Ekar - home
Kifa - a youngling who has come from another clan (i.e., flown up)
Taveki - the process of integrating a new youngling into a nest
Teveker - a new nest within the clan
Vara - the clan
Varro - another clan, specifically one with which a youngling has been traded
Yitki - failure
Raetwa - a tree that has been marked by the clan
Rirua - a tree that has been marked by another clan
Ravarru - a marked tree marking a successful trade of younglings between two clans
Travali - raft
Yeratark - death ritual, in which the dead are sent out to sea in a raft
Descriptors (3):
Yote - bad
Yitai - very bad
Jilka - good
Jilael - excellent/perfect
Tikae - mysterious/unknown
Kibor - skilled
Rirukre - strange
Tiya — threatening
Verbs (4):
Karaka - to fly
Tevkrark - to take off, jump off
Kravur - to succeed/excel
Kirul - to use
Tarka - to land
Krarat - to defend
Yerati - to pray, meditate or defend against spiritual challenges
Taeva - to start
Ratikril - to mark with Ritere
Atark - to die
Other (5):
‘di - suffix for small
Ta’ - prefix for new
‘ba - suffix for big
La’ - prefix for important, divine or sacred
Ke’ - prefix for scary/dangerous
Environment (6):
Ree - sun
Tele - ground/soil
To - underground
Tle - water
Ve - air/above
Regre - day
Roe - night
Ragir - sunset/sunrise
Vagre - flight
Teldra - forest
Vareltra - canopy (negative connotation - scary, unpredictable)
Radal - clearings in the forest
Tregdi - stream
Teval - elevated point - cliff or tall tree
Vetra - mist/fog/dew
Tlafar - the ocean
Tekufak - bad weather
Creatures (7):
Teyo - dangerous creature
Skega - non-threatening/harmless creature
Sika - nuisance creature
Sgira - harmless sea-creature/fish
Krediva - Large avian creature, large light-sensitive eyes, hunts nocturnally. Will snatch a fully grown Eekraw if they are alone.
Krejilfar - Large reptile, has large tail with spikes on it
Tektuti - Dog-sized insect, digs burrows underground to stay warm in the winter, ambush predator
Tavtorskali — A slow quadruped with a long snout and a strong, armored back. Excretes dissolving enzyme to soften tough materials
Sikkatav — Medium-sized quadrupedal scavenger with thick fur. Has short, sturdy legs to hold up its hefty body.
Sgeratra - Large herbivore with armored hide and two large horns. Has broad, webbed feet to assist in movement in marshy and swampy areas.
Teltrasgia - A medium-sized ground-hugging herbivore with a tough, segmented body. It moves up to bushes and squats on top of them to eat their leaves while keeping its shell between it and any predator.
Raesale - A medium-sized creature with tough skin and sharp tusks
Rarike - Bioluminescent beetles that live in colonies and feed on tree sap, release a noxious gas when threatened. Has a seasonal life-cycle — born in the spring, lays eggs and then dies in the fall, and the eggs lay dormant until they in turn are born in the spring
Skitradi - Small, vibrantly colored fish which live in shallows and coastal pools, feeding on small insects and algae
Sivakre - Small bird with iridescent feathers, uses long tongue to drink nectar from flowers
Taliskati - Small, mouse-like creature with long tails that can be shed as a decoy when threatened
Plants (8):
Ter - plant
Verskti - trees
Tirradi - Star-shaped fruit produced by one of the tree-species
Trefartir - Funghi that grow in tidal flats, with stalks that stretch and contract to keep the cap above the water regardless of tides
Ritere - Luminescent moss that grows on the forest floor, continues to glow for several days after being harvested
Basics (1):
Aeka - me
Juk - (disrespectful) you
Ryk - you
Juktav — (respectful) you
Aie - them
Ira - that nest group
Era - us
Kekhe - yes
Ruto - no
Culture (2):
Yektav - elder
Yekai - knowledge
Oktia - youngling
Oktil - nestling
Reraw - nest group
Ekrak — clan
Eikie - safety/safe place
Kaar — home
Kyik - nestsibling
Kyikil - nestchild
Jiki - food
Teva - the sacred forest as a whole, revered as being placed by the ancestors on the world to aid their leaps into the sky
Yektav - a particularly old, sacred tree
Dortik - evil shadow spirits
Ritika - a feast
Lakurla - the night of the two moons shining together
Lailaaltika - the feast when the two moons shine together every 16 years, during which all the clans gather
Krataluwee - temporary rest point during migration
Descriptors (3):
Dikti - curious, inquisitive
Itegi - someone who overcomes challenges
Doru - unknown
Eik’a - safe, comfortable, familiar
Jilkithy - insignificant/minimal
Yekrai - old-fashioned
Raigtal - scared/fearful
Yitikdi — thief/liar
Vaerthiy — adaptable
Aersktiyuk — strong/dependable
Tools/Constructs (4):
Krallu - temporary shelter
Salaratie - tool fashioned from animal bones to draw sap from the trees
Verbs (5):
Svaerkei - to move quickly/hurry
Saerkei — to adapt
Shyrk’wi - to fly
Vaerthiy - to try something new
Kruvtal - move/migrate
Kital - to stand/land
Thakvor - to look for food and resources
Shalujik - to search dilligently
Raytir - to defend
Kaitir - to argue/make a case
Kryl - to prepare food
Rilt’ka — to eat
Raet — to end/conclude
Other (6):
‘il - suffix for small
‘hiy - suffix for new
‘vee - suffix for place
‘tav — suffix for sacred/revered
Environment (7):
Layrae - sun
Del - ground/soil
Tirt - below ground
Drai - water
Vaerar - air/above
Laik - night
Ayru - day
Vaerkei - flight
Vaeraa - favorable flying weather
Taelarwi - open-space/clearing
Aeluwi - underbrush
Vaskwi - forest
Rae - sunset
Krukirae - sunrise
Taelraak - pond
Creatures (8):
Tikee - ground-based predator
Vaekek - air-based predator
Ska - walker - as in creatures that walk (instead of fly)
Raeku - Stealthy creature with large, piercing eyes, solitary hunter
Deltiti - Pack hunting creature with leather skin and a strong jaw that can crunch through exoskeletons
Tikskatiy — Large reptile, has large tail with spikes on it
Tiryr - Medium-sized beetle-like creature with a hardened carapace, eats decaying plant or animal matter
Tarotik - Large herbivore with broad, leaf-like antlers. Have thick fur that helps keep them warm in the winter
Erasik - Medium-sized animal which hibernates in the winter. It eats the fern-like plant and moves in groups of three or four, easily startled
Taraeks - Amphibious medium-sized animal with webbed feet and a finned tail, lives in or near rivers and small lakes, hibernates in winter
Varrswikra -- Medium-sized animal with eight legs, dwells in the upper canopy of the forest. Weaves luminescent webs under treetops to catch fruits when they fall from the upper trees
Tiraitska — Small, reptilian creature that molts, with four tentacles and powerful horns
Vayildor - Bioluminescent beetles that live in colonies and feed on tree sap, release a noxious gas when threatened
Tujeitiy — Small, mouse-like creature with long tails that can be shed as a decoy when threatened
Plants (9):
Ilteira - plant
Verskti - trees
Varit — trees that are too short to jump off
Ratikra - A fern-like plant with nutrient-rich leaves which several animals eat. Eekraw cannot eat them, but when boiled they make a good-tasting tea
Tirkreke - Bush producing large, sweet berries
Varskita - Tree that has sap that hardens when exposed to water, allowing it to hold things together
Ekrarskti - A tree that has bark that can be soaked in water and then beaten into sheets to create clothing or shelter
Basics (1):
Kuh - me
Yen - you
Eluu - them
Awa - us
Krie - yes
Reu - no
Culture (2):
Iera - priest/shaman nest
Ekra - defense/lookout nest
Larkiek — nestling
Yek - youngling
Lera - nest group
Ratrac - clan
Arac - evil force of darkness
Trakai - life’s journey/lifetime
Aira - home
Kirit - shelter
Ekratae - family heritage
Ree - harmony
Roukri — change
Descriptor (3):
Yieg - traitor
Tekar - hidden/camouflaged
Skiga - totally useless
Jeela - tasty/good-tasting
Jiker - delicious
Tarya - challenging
Verbs (4):
Riff - to fly
Rivaer - to succeed/excel
Rihi - to use
Rize - to carry
Jilter - to forage
Skiteer - to hunt
Tal’va - to land on a tree
Ratol - to land on the ground
Raetir - to defend/protect
Reitee - to care for/nurture
Eketyek - to teach
Talrel - to light/illuminate
Other (5):
‘tsee - suffix for small
Ae’ - prefix for relating to the Eekraw
‘ta - suffix for ‘place of’
Environment (6):
Reir - sun
Tael - ground/soil
Trei - freshwater
Traeker - saltwater
Raefaree - tide
Trakretal - coastline
Ikaratcha - swamp/marsh
Vaer - air/above
Raykre - day
Raku - night
Raokri - sunset/sunrise
Viker - flight
Teyer - something that is reflective (metal or water, for example)
Teeree - particularly lush and plant-filled area
Creatures (7):
Thaik - dangerous creature
Shieka - small harmless creature
Varee - Large avian creature, large light-sensitive eyes, hunts nocturnally. Will snatch a fully grown Eekraw if they are alone
Jiltaek - Large predator reptile, has strong, wide tail with spikes on it. Has difficulty using tail in tight quarters
Tikroek - Dog-sized insect, with green camoflauge skin and strong legs. Ambush predator
Taltek - Large semi-amphibious segmented worms that feed on dead plants and animals, as well as seaweed and other ocean plant-matter
Kratiski - Large herbivore with armored hide and two large horns
Rairskika - 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
Tesheka - A medium-sized creature with tough skin and sharp tusks, dangerous if provoked
Riikka - 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.
Lijtra - Small, vibrantly colored fish which live in shallows and coastal pools, feeding on small insects and algae
Plants (8):
Terah - plant
Varset - trees that are too short to jump off of
Tavikk - tall tree that can be jumped off
Talritara - A bioluminescent moss that exists in a symbiotic relationship with the trees of the biome and grows on their upper canopies
Tyrtrav - Star-shaped fruit produced by one of the tree species
Rivaryi - 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.