Starting with this turn, I’ll be using the updated the turn order as discussed in my previous post:
Since I’m still in the process of figuring out the updated turn order, there will be a bit of figuring things out as I go. Still, I realized a while ago that I’m much better off just going for it and figuring out where I need to change things, rather than spending forever deciding on the best way to run things.
In this part of the turn:
The entire world undergoes global cooling by a few degrees
The Eekraw of the great tropical deciduous forest develop darker wingtips
The tribe of the temperate forest in the far northeast starts using animal bone tools to draw sap out of trees
The semi-sedentary tribe of the southwestern coast elects a leader for their migrations, develops the use of fire and starts a coming of age ceremony
A male of the semi-sedentary tribe loses a friend to a predator and goes on a quest to kill it. (Starting a session of the Solo RPG Ironsworn set in this 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 current turn is Turn 11. Turn 11 is split up into four parts (three of which have been posted so far), and two Solo RPG sessions. The links are below:
Part 1:
Part 2:
Part 3:
SoloRPG parts 1 and 2:
Universal Round
Planetary Random Event
I start off with a planetary/environmental random event. The random event table is below:
Since there are 18 regions (17 migratory and 1 settled), I’ll roll once on the table.
12. Major Event. Roll on this table again, conducting the appropriate event for three contiguous regions. If this event is rolled a second time, roll among the following major possibilities.
And, sure enough, on my follow up roll, I roll a 12 again. There’s going to be some major event. Now I roll among the following possibilities:
Another species gains sentience.
Global cooling.
Global Warming.
Major volcanic eruption.
Meteor impact.
Extra-terrestrial visitation (probably without contact, probably leave artifacts somewhere).
Major plant/animal die-off
Major disease.
Sea-levels rise.
Sea-levels fall.
I roll a 2, so the planet undergoes cooling globally. Luckily, Fractal Terrains 3, the software I’ve been using for my map-making, has tools to specifically change the temperature of the world, and show how that affects all the biomes across the world as well. In order to use that effectively, I do something that I probably should have been doing from the start and I draw the regions on the map in Fractal Terrains 3. Up until now, I’ve been exporting the map and then using the markup tools in the Photos application on Windows. That works fine, but now that I’m changing the temperature I’d have to redraw all the lines anew working from one map to another. Now, I can change the temperatures and the region lines are already in place.
It also lets me keep the region markers in place when I do an altitude view instead of a climate view and lets me separate out the Migratory Regions and Settled Regions as different overlays so I can hide one or the other. It’s also easier to edit when I want to make changes to it. Altogether, it’s just much more versatile.
When redrawing the regions on FT3, I clear up a few region lines which didn’t make sense, like how there was part of region 6 that was just a long thin segment, almost isolated between regions 2 and 5. It also shows just how much larger regions 5, 7 and 10 are than all the others — I’ll say that if a ‘split cultures’ result comes up on random events, I’ll pick between those three rather than all of the possible regions.
The map before the temperature change is below:
I now have to decide how much to change the temperature. FT3 uses a few settings to change the temperature, but I’ll decide to change the albedo (the percentage of sunlight that is reflected instead of absorbed). At start, the albedo is 0.3, equivalent to that of Earth.
I don’t have a great sense of how much albedo should vary, but increasing it by 0.01 to 0.31 created reasonably large but not insane changes in temperature to the map, so I decided to use that.
Overall, there are definite changes of colder climates creeping further south, and the tropical regions contracting in favor of temperate forests, but it’s not an overwhelming change. Most of the regions can stay basically the same, with the exception of the boundaries changing a bit, which isn’t a huge deal (i.e., 9 contracts as the rainforest contracts, and 3 and 12 both move slightly south as boreal forests replace temperate forest on the slopes of the mountain range in the north). I also add in a new, uninhabited biome at the grasslands between regions 2 and 4, and pull back the boundaries of region 14 to allow for the grasslands that appear there.
The larger changes occur in regions 8 and 16, where the entire area changes from what was once tropical deciduous forest to temperate forest.
Here is the updated map after the cooling takes place:
Current tropical deciduous forest biomes for region 8:
Region 8:
Kre’tiva - Large avian creature, large light-sensitive eyes, hunts nocturnally. Will snatch a fully grown Eekraw if they are alone.
Kre’Jilvar - Large reptile, has large tail with spikes on it
Tiktuti - Dog-sized insect, with green camouflage skin and strong legs. Ambush predator
Torskar - Large segmented worms that feed on dead plants and animals
Skiratar - Large herbivore with armored hide and two large horns
Traratra - 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
Raisali - A medium-sized creature with tough skin and sharp tusks
Ra’orik - 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. Related to the beetles of region 3
Skitra’ti - Small, vibrantly colored fish which live in shallows and coastal pools, feeding on small insects and algae
Tirrati - Star-shaped fruit produced by one of the tree-species
Trevar’tir - Funghi that grow in tidal flats, with stalks that stretch and contract to keep the cap above the water regardless of tides
R’tere - A bioluminescent moss that exists in a symbiotic relationship with the trees of the biome and grows on their upper canopies
I’m going to say that one feature is going to be come from each of Regions 4 and 15, the two neighboring temperate forest regions. Two more features will have variations.
From region 4:
Small prey Animal: Small, mouse-like creature with long tails that can be shed as a decoy when threatened
From region 15:
Medium Prey Animal: 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.
For both of these, there are two features in that category already in the Region 8 biome (the Traratra and Raisali medium prey animals and the Ra’orik and Skitra’ti small prey animals). What I’ll do is roll a 1d3 for each of them - on a 1, the new creature replaces the first, 2 replaces the second and 3 just adds it in as a third animal in that category. I roll a 3 and a 1 - so the mouse-like creature gets added as a third small prey animal, while the ground-hugging herbivore replaces the Traratra.
Now, of the 13 features, 2 of them will have variations due to being a temperate forest:
Tiktuti - Dog-sized insect, with green camouflage skin and strong legs. Ambush predator
R’tere - A bioluminescent moss that exists in a symbiotic relationship with the trees of the biome and grows on their upper canopies
For the Tiktuti, possible variations:
Smaller
Seasonal hibernation
Lives underground (digs)
Thicker, insulated exoskeleton
Omnivorous diet
I roll a 3, so it digs burrows underground
Dog-sized insect, digs burrows underground to stay warm in the winter, ambush predator
For the R’tere:
Grows fast in summer, then dies in the winter, leaving seeds in bark
Grows on forest floor
Changes color (and luminiescence) for seasons
Robust root system
Rolled a 2, so it grows on the forest floor:
Luminescent moss that grows on the forest floor, continues to glow for several days after being harvested
New names for the ground-hugging herbivore and small mouse-like creature:
Teltra’skikka (forest-harmless creature) - 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.
Tali’Sika’ti (ground-small nuisance creature) - Small, mouse-like creature with long tails that can be shed as a decoy when threatened
I then went and checked to see if anything else from the lexicon or social overview needed to change with the new biome, but nothing did.
Region 16:
Fariki - Large avian creature, large light-sensitive eyes, hunts nocturnally. Will snatch a fully grown Eekraw if they are alone.
Tikut - Dog-sized insect, with green camoflauge skin and strong legs. Ambush predator
Yigtutei - Medium-sized quadrupedal insect which crafts web-like snares and then pounces upon prey.
Skikyatal - Large segmented worms that feed on decaying plant and animal matter on the forest floor
Ratis - Large herbivore with armored hide and two large horns
Taktik - 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
Kratsie - A medium-sized creature with tough skin and sharp tusks
Rikay - 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.
Taska - Small, vibrantly colored fish which live in lakes, feeding on small insects and algae
Talootri - Tubers that grow under the roots of trees
Takutur - Star-shaped fruit produced by one of the tree-species
Rikilety - A bioluminescent moss that grows on the upper canopies of trees in this biome
Talreltalo - Stone that emits a low glow, can be used for lighting
I’ll take one feature from Region 14 (on the same continent), and one feature from region 3, 12, 4 or 15 (the temperate forests on the other continent.
From Region 14:
Scavenger: large many-jointed quadruped scavenger with slimy skin, uses pincers to rip apart dead carcasses
From Region 3:
Major Predator: Stealthy creature with large, piercing eyes, solitary hunter
I’ll do the same thing I did for adding the creatures in region 8. Each of these new creatures only has one existing already in its category, so I’ll roll a d2 - 1 replaces, 2 adds the new one. I roll a 2 and a 1, so the scavenger gets added, while the predator replaces the current major predator, the Fariki
Next, do variations for two more of the creatures —
Skikyatal - Large segmented worms that feed on decaying plant and animal matter on the forest floor
Rikay - 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.
Possible variations for Skikyatal:
Smaller
Hibernate
Predator vice scavenger
Also eats vegetation
Thicker exoskeleton
Earthy, camouflage tones
Burrowing
I roll a 4, so it is no longer primarily a scavenger, it now also eats vegetation.
Large segmented worms that feed on ground vegetation, as well as decaying plant and animal matter on the forest floor
Variations for Rikay:
Hibernates
Seasonal life-cycle (born in spring, lays eggs and then dies in fall)
Thick exoskeleton
Increased mobility/migration patterns
Seasonal color changes
2, so seasonal life-cycle
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
New names for the features that migrate to the now colder biome:
Yiik’ska’ka (unfamiliar-non-threatening creature)- large many-jointed quadruped scavenger with slimy skin, uses pincers to rip apart dead carcasses
Talo’Fariki (the old avian predator also had large eyes, so this is ‘land-avian predator’) - Stealthy creature with large, piercing eyes, solitary hunter
I also went through and checked social overview and the lexicon, and don’t see anything else that needs to specifically change.
That’s all that I can see that needs changing for the global cooling. Honestly it has a much smaller effect than I was expecting — to be fair, I made a relatively small amount of temperature change, probably a fair bit less than the ‘little ice age’ that affected the globe between the 1100s and 1700s or so, and far less than the actual ice ages. I’m going to say that if I roll a major affect anytime in the next five turns, I will pick global cooling again instead of rolling, to simulate large and longterm cooling.
Genetic Differentiation
Next on the turn order is the newest one, genetic differentiation. That’s one I was a bit hesitant about, I’m not sure how much I want the Eekraw to change, but I think having some sort of visual differentiation between ethnicities of Eekraw could be interesting. However, I don’t think that I want to have any examination of racism in a fantasy species. But then again, I can just not have that happen. It’ll still be interesting to have clearly differentiated Eekraw from different regions.
So, I’ll roll a region from among the 18 regions (17 migratory and 1 settled). I roll a 7, the tropical deciduous forest region that takes up nearly a quarter of the central continent.
In general, the Eekraw have the following coloration:
Plumage: Primarily greenish-brown feathers. Males have duller and more uniform feathers, while females have more varied and vibrant feather patterns
Possible differentiations:
Reddish-brown feathers
Fully green feathers
New eye color - turqoise
Curved beak
Long tail feathers
Dark wingtips
Bright chest feathers
Blue tinge on ends of feathers
Speckled feather pattern
Shorter beak
I rolled a 6, so this group of Eekraw have started to develop darker wingtips. I’ll add the following to the description of the Eekraw of region 7: “The Eekraw of this region tend to have darker wingtips.”
In the future, if this region expands outwards, the outwards expansion will include Eekraw with this ethnic variation. If there is a cultural exchange or if migration pushes through this region, I may make there be a chance for the change to transmit to the other region nearby - I’m not sure. I’ll see what I think when it comes up.
Technological Diffusion
Next, technological diffusion (another new one) — again, I roll among all 18 regions, settled and migratory. This time I roll a 3, the temperate forest region in the center of the central continent.
That region does have a technology:
Shalu’tarak’tiy - tool fashioned from animal bones to draw sap from the trees
The surrounding regions are regions 2, 6, 7, 11, and 12. I roll a 5, so the fifth region listed, region 12, gets the new technology.
They call it Frak’tik’fat - Tree-Forage.
Frak’tik’fat - tool fashioned from animal bones to draw sap from the trees
That part was quick!
Settled Regions Round
Next, it’s time for the settled regions round. Since there’s only one settled region right now, there’s only one possible region that these will all apply to, so there’ll be a lot of things happening in settled region 11. Right now with the new turn order, these are pretty similar to what happens in the migratory regions, but as the settled regions develop and I have more ideas on how to run them, that will change.
One thing I’m thinking of doing is adding a sense of agency to the settled regions - i.e., rather than purely random generation, each settled region will be able to take an action of some kind (probably things like build an important building, expand population more, put more land under cultivation, etc.). I’m not sure exactly what that would look like, though.
I was also thinking that maybe I ought to save that for a larger scale civilization. i.e., at some point there’ll be large scale agricultural civilizations like those of Egypt and Babylonia, and those civilizations will have agency. In any case I’ll leave that for a later turn.
Settled Region 1:
Settlement Location:
A swampy river delta in a tropical deciduous forest biome. 10 miles from a lake fed by a major river, 50 miles from the ocean.
Population: 150
Local Population Carrying Capacity: 200
Society/Social Structure:
Multiple nests forming a single clan. Approximately 10 nests with younglings and nestlings, and 2 without children. 2 of the nests are specialized, with specific tasks.
Yira - the nest which is tasked with being priests and conducting rituals to try to drive the Varka (shadow spirits) away spiritually
Ekrat - the nest which is tasked with being lookouts/defenders for the rest of the clan
Semi-sedentary - in the summer, they remain in the Teer’tee, their summer settlement. In the winter, they leave and migrate to look for food in the area, when the food in the Teer’tee becomes scarcer.
Technology/Tools
Shelter: Nests burrowed in dead trees, with glowing moss lining the inside
Tek’sheka (creatures with tusks) are semi-domesticated - the Eekraw leave fruits for them and they hang around nearby
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)
Social Development:
Possible social developments:
Leadership structure — one particular nest is the leader (Yira, Ekrat or a new one)
Leadership structure — a single Eekraw is the leader
Leadership structure — Simple vote structure for decisions
Leave some portion of the clan (elders? Nestlings?) behind in the Teer’tee over the winter
Communal resource store
Division of labor by age
Central location for clan gatherings
Disputes between nests resolved through a challenge system
I roll 1d8 and get a 2, so the leadership changes such that there is a single leader.
That leader will be called the “Vikre’ratir” (flight-defend/protect).
Added to the social description:
The tribe picks a leader by acclaim, usually the most skilled flier and navigator in the tribe. He or she is acclaimed the “Vikre’ratir” (flight leader), and leads the tribe in migration in the winter, as well as resolving disputes and making decisions throughout the year.
Myths Oral History:
New Festival/Ritual/Tradition
The obvious possibilities for a new festival is one that occurs when the tribe enters the summer settlement, or when they leave in the winter, but I can think of a few other possibilities:
Spring festival (returning to the Teer’tee
Fall festival (leaving the Teer’tee)
Moon festival (on the day every sixteen years when the moon’s line up on the equinox)
Summer festival (sometime in the summer - just celebrating the year)
Coming of age ceremony
Naming ceremony
Ritual to drive away Varka (shadow spirits)
I roll a 5, so these Eekraw create a coming of age ceremony for when a nestling becomes an adult. I create a word for adult (E’yee - ‘you of the clan’) and a word for the ceremony (Rauki E’yee - ‘Sunrise of the adult’).
I’m going to further explore it by creating one special feature of the ritual, one specific thing that occurs in it. Possible options:
Solo hunting trip
Sing a song of adulthood
Challenge
Nest creation (i.e., several younglings go to adulthood at the same time and form a new nest)
Spiritual cleansing/ritual by the Yira (priests)
Name giving (new, adult names)
Rising adults live in a communal nest for a couple of weeks prior to ceremony
Feast for everyone in the clan
I roll a 1, so the coming of age ceremony includes a solo hunting trip by the soon-to-be adult.
Thus, the overview of the tradition:
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 solo hunting trip to prove his or her ability to operate on their own and to contribute to the clan. (5)
New Prominent Individual:
Male (1), female (2), group (3)
3 - a group
How many? 1d4+1 = 2
For each one, male/female - 2d2: 1, 1, so they’re both male
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
I roll a 9 - so a character vice (cruelty, deceit or discord)
Possible specifics:
Cruelty to weaker members of tribe
Reckless actions
Laziness
Inability to accept responsibility for actions
Don’t work well with others
Attention-seeking
Betrayed tribe members
Aggressive
I roll a 2, so they are infamous for reckless actions.
Names:
Riv’Tal
Tikvari
So, I think they were trying to hunt one of the predator animals — we’ll say a Jiltal’teik — and were reckless about it. They either got one or the other of them killed, or maimed, or got someone else killed or maimed.
I’ll roll to see who was injured/killed: Riv’tal (1), Tikvari (2), or someone else (3) - 1, so Riv’tal died (1) or was maimed (2) — 1. Who convinced whom? Riv’tal (1) or Tikvari (2) — 1
Riv’Tal and Tikvari - Riv’Tal and Tikvari were two males of the tribe. Soon after becoming adults, Riv’Tal convinced Tikvari to go with him to hunt a Jiltal’teik, the large predator reptile of the marsh. This reckless action, without planning or thought, did not go well. Riv’Tal was killed by the Jiltal’teik, and Tikvari was badly wounded, and had to return to the tribe to report Riv’Tal’s death. (5)2
Population Increase
Next part of the turn order — population increase. The population increases by 10%, so now instead of 150 Eekraw, there are 165 Eekraw in this area. The carrying capacity is 200, so once the population reaches that number, the tribe will split and a new settlement will be founded. That’s going to take a while, so I add an additional step to the population increase:
Roll a region. That region undergoes additional population growth and increases by an additional 10%
So, now the region holds 181 Eekraw. With that being the case, next turn this settlement will definitely expand.
Technological Development
Many of the possibilities I can think of would realistically increase the carrying capacity of the area. I don’t want that, at least this turn — I want to make sure the tribe splits next turn, so I get more opportunities for differentiation.
Therefore, I’ll ensure the technologies are only ones that reasonably don’t increase the carrying capacity (though realistically, even these probably would a bit, but not too much, so I can ignore them)
Basic baskets
Fire
Better nest construction
Basic weaving
I roll a 2, so they can start fires, to cook food, provide heat, and provide light. As I mentioned, realistically this would definitely increase the carrying capacity of the region, but I’ll say that the current 200 takes that into account, or just ignore it. Also, maybe I should have assumed that all of the tribes could already use fire, but oh well.
Societal Random Event
The random events I have already are tailored to the migratory societies, they are kind of outdated in terms of not using the systems that I’ve created for cultural things, and many of the options (such as society devolving) are ones that I don’t want to happen to this tribe right now, before it’s had a chance to evolve properly.
I’ll work on making an updated random event table specific to the settled regions (many parts of which came from the migratory region tables, just like the turn order, but which will change as I use it and come up with new good ideas).
For this turn, though, I’m just going to list a few of the ones I want to pick between, and roll between those ones, rather than the full table:
Conflict between two nests or groups in the tribe (not sure what exactly I’d do for this, but interesting)
Run a solo roleplaying session set in the tribe (probably using Ironsworn, details to be determined)
A remnant of the society is left behind (i.e., burial mound, artifacts, etc.)
New major landmark (constructed or found)
Describe some aspect of the society in further detail
I roll a 2, so I’ll run a solo RPG session set in this tribe, using the Solo ruleset Ironsworn.
Part of me was hoping for this result, and part of me was dreading it. This will be interesting, it’s the first time I’m actually going to put the worldbuilding to the test with an actual act within it, but it’ll also be a lot of work and may prove to be impossible without more details than I have (or want to have) at this point.
I will keep it very simple, I only want a single short session, not a full campaign. It’ll still take some hacking to make this work successfully, since Ironsworn is not intended for a pre-historical, pre-stone age, hunter/gatherer society like that of these Eekraw.
I’ve completed Part 1 of the SoloRPG session, and post it below:
I’m not sure that in the future I’ll stick with Ironsworn for this. However, I definitely think that doing a solo-RPG session is worth adding as a part of the turn order officially. I will make it the very last step of the Settled Regions Round. Going through here I realize that I also want to move the random events to the beginning of each round, rather than the middle, so starting with the Migratory Regions Round the random event will take place then.
Overall, the updated turn order seems to be working well so far, though I haven’t finished the turn yet. It’s been a very busy few weeks with travel and holidays, so I’m going kind of slowly through this turn. Again, though, that’s part of the point of doing a solo game like this — you can pick it up and put it down whenever you want. Next I will post the solo RPG session, and then the next part of Turn 11 (it may end up being a three-part turn this time, continuing the trend of turns getting longer and longer).
As a side note, the post below on playing solo captures a lot of my thoughts on how to best play a solo RPG. The main point is procedure — just like in this worldbuilding exercise, having a clear procedure actually helps enhance creativity, not stifle it.
I considered making some allowance for this and skipping some of the steps or making it a random chance as to whether they would happen, but decided against it. Yes, this culture will develop very quickly since it’s the only one the settled region rounds are happening to, but I’m fine with that, it’ll just make things more interesting.
I put just this description into Dall-E 3 and got the following picture. It’s pretty clear that if I had stuck with humans instead of the Eekraw, I’d be able to use Dall-E 3 much more effectively to get amazing pictures of my worldbuilding. It takes a lot more time and effort to get half-decent representations of the Eekaw (which makes sense, but can be frustrating).