In this part of the turn:
A new predator appears in the mountains
The settled region in the southwest splits and forms a new settlement
The original settled region begins making baskets and clothes from woven vines
The original settled region creates a ritual for their yearly return to their settlement
A youngling in the new settled region kills a romantic rival
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 12 of the worldbuilding process.
The Table of Contents of all my posts is below:
The inhabited world is below:
The turn order is here:
Universal Round:
Planetary Random Event
There are twenty regions total (19 migratory, 1 settled), so I’ll roll once on the planetary random event table1. I’ve expanded that table a bit, so there are now 19 possible events.
1d19 = 3 - A new predator becomes prominent.
Which region?
1d20 = 11
Region 11 is the equatorial mountain biome in the center of the central continent. Region 1, the home of the Eekraw, shares that biome. I’ll say the new predator has a 1 in five chance of only being in region 11, and 4 in five of being in both. So, unless I roll a 1, it’ll be in both biomes.
1d5 = 3 - it’s in both, I’ll add it to each zone.
I’ll go back to using the Stars Without Number random creature generator tables, those have been the ones that I think have worked the best.
1d10 = 7 - Spider-like, many legged and fat body
5d6: 3, 3, 5, 5, 1 - Many-legged, tentacles, harmful to touch, pincers, cat-sized
1d8 = 2 - Favors ambush attacks
3d6: 2, 6, 2 - Paralysis, onset 1 hour, duration 1 minute
I’m going to ignore the tentacles, and the onset and duration parts of the poison, and use the rest of it.
Minor Predator: Medium-sized, six-legged creature that has a paralyzing toxin on its legs and skin. Ambushes creatures, paralyzes them, and then eats them with its pincers.
This is added to both region 1 and region 11
Names for this creature:
Region 1: Teek’dik’r (dangerous-smart)
Region 11: Kraktori’tek (cave-dangerous)
Genetic Differentiation
Last turn, the Eekraw of region 7 developed darker wingtips.
Let’s see what region undergoes differentiation this time:
1d20 = 1 - Region 1 undergoes some kind of genetic differentiation. I’ll use the same table from last turn
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 Changes
Reddish-brown feathers
Fully green feathers
New eye color
Curved beak
Long tail feathers
Dark wingtips
Bright chest feathers
Blue tinge on ends of feathers
Speckled feather pattern
Shorter beak
1d10 = 9
I add to region 1:
Genetic Variation: The Eekraw of this region tend to have a speckled feather pattern on their chest feathers
Technological Diffusion
1d20 = 16
Region 16 doesn’t have any technology to diffuse, so nothing happens.
Cultural Exchange
1d20 = 6
Region 6 is in the northeast of the central continent, and is incredibly ill-developed — it was settled in turn 3 and hasn’t been rolled for any development since.
I’ll roll between the neighboring regions: 2,3,5,12
1d4 = 3
So, there’s cultural diffusion between region 6 and region 5 (the island region in the east), which, by contrast, has a lot of development.
Region 6:
Biome: Tropical Deciduous Forest
Social Structure:
Clan units of multiple related nests, limited or no specialization
Tools/Technology:
Shelter: In the canopies of the trees
Culture:
Revere a type of tall tree (Raa’Tavak) that serves as good jumping off points for flight and also produces glowing sap (5)
Region 5:
Biome: Coastal/Island Tropical Deciduous 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 To’ili’varskti (moldable tree resin) 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 forest, lined with insulating moss
Culture:
This tribe reveres the sun, and takes guidance from the sun in their daily lives. For example, if a tribe member wants to make a decision and sees that the sun is behind a cloud, they will likely interpret it as a bad omen. (6)
This tribe reveres the spirits of the trees. The tree spirits reward devotion with Varsk’ti’jilk (delicious tree-nuts) (4)
This tribe reveres the ancestors (6)
The Fark are evil shadow spirits (originally based on a predator of an ancestral biome). The Yeek (priests) conduct rituals to try to drive the Fark away spiritually. Only the Yeek call the Fark by their name, the rest of the clan call them Raikivi to avoid bad luck. (6)
Myth/Oral History
Akir’krat - Akir’krat was a young adult Eekraw, just past her full maturation. She was taking care of a group of nestling when she saw a Tich diving at the nestlings. She used magic to summon a Travar’tich’vake, which attacked the Tich and gave her time to pull the nestlings into the safety of the trees, protecting them from the predator. (6)
Tariti - Tariti was a youngling, a member of a clan that was large, and therefore hard for a youngling to make a mark. He heard there was another clan that had been devastated by disease or predators, and therefore needed new males to fill out its ranks. He traveled a long distance through the forest to find this clan, and at one point stayed in the air for around 80 miles, further than most Eekraw even thought possible. Eventually he reached this new clan and had so impressed the clan that he was accepted into a new nest as Kiva (fostered youngling from another clan) of the clan, and eventually accepted as a nestmate of females of the clan. (6)
Cultural Transfer
Exchange from region 6:
Revere tall tree (5)
1d10 = 8
It does not transfer.
From region 5:
Revere sun (6)
Revere spirits of the trees (4)
Revere ancestors (6)
Evil shadow spirits (6)
Akir’krat (6)
Tariti (6)
6d10: 9, 1, 1, 8, 5, 1
So, revere spirits of the trees, ancestors, Akir’krat and Tariti all transfer from 5 to 6, nothing from 6 to 5
‘Revere spirits of the trees’ just modifies the already existing devotion to the Raa’Tavak:
Revere the spirits of a type of tall tree (Raa’Tavak) that serves as good jumping off points for flight. The spirits reward devotion with glowing tree sap (5)
The others transfer as strength 3 with minor changes to fit the language, culture and biome of region 6.
Language Transfer
From region 5: 1d20 = 18
From region 6: 1d20 = 15
Region 5 —> 6
There are 88 words in region 5: 18d88: 28, 73, 88, 39, 13, 87, 37, 35, 81, 31, 17, 40, 21, 78, 7, 8, 73, 10
Jiklai - good
Tich - Large, slender creature with long, whip-like tails equipped with barbs They have potent IR vision and can sense vibrations. They are a nighttime ambush hunter which lies in wait in the forest’s undergrowth then spears prey with its barbed tail
Vartracha (cloudy sun) - uncertainty or something that is unclear
Yeerti - to pray, meditate or defend against spiritual challenges
Varyie - adult
To’ili’varskti - Certain trees produce a hard resin that hardens over time and falls to the ground as a stone-like material that can be shaped to some extent
Tark - to land
Krovor - to succeed/excel
Jiltalvarkre’ga - Small bird with irridiscent feathers, uses long tongue to drink nectar from flowers
It’tek - traitor/murderer/evildoer
Tavarkech - the process of integrating a new youngling into a nest
Tava - to start
Ratra - a tree that has been marked by the clan
Skich’tra - Semi-aquatic mammal that feeds on fish as well as fruits and leaves near the islands’ coasts
Ke - no
Yeech - priest/shaman nest
Raikivar - euphemism for the Fark spoken by non-Yeek
Region 6—>5
59 words in region 6: 15d59: 1, 25, 55, 20, 59, 50, 5, 45, 35, 14, 15, 57, 10, 28, 49
Ak - me
Kril - to eat
Raa’tirkrew - Berries that glow when ripe
KrV’tal - move/migrate
Varskti’Tavak - a variety of tall tree that is very common
Varrkree’jilk: Small birds that produce high-pitched whistle noises when they fly. They attach themselves to trees and drill into bark with their beak to reach insect larvae
Sika’Tikk’ti: Bipedal animal with prehensile tail that swings between trees. Eats small prey as well as fruit
Eraa - us
Varree - flight
Jolk - food
Raa’Tavak - tall trees that can be used as jump off points for flight and produce glowing sap, revered by the tribe as being placed for them by spirits/ancestors
Raa’Tavak’tiy - A sap that glows for a long time after being removed from a tree. Sacred to the tribe
Ittak - traitor/murderer/evildoer
Raa - sun
Sika’tira: Herbivore that has sticky skin and rolls in dead leaves to try to camouflage itself
Many of these words don’t apply directly (either apply to culture that doesn’t apply, or to animals that don’t exist in the biome). Where possible, I have them mean a reasonably similar concept or animal.
Settled Regions
At this point there is only one settled region, in the southwestern part of the central continent.
As such, until it expands every part of the settled regions turn will apply to that culture only.
Random Event
Societal random event
1d23 = 5 - Cultural aspect reduces in strength
Settled region 1’s culture currently looks like this:
Culture:
Revere the sun. (6)
Varka - The Varka are evil shadow spirits (associated in some way with the Vaari, 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 Yirake. (4)
Raukiye (coming of age ceremony) - Coming of age ceremony for when a member of the tribe reaches full adulthood, around the age of 25. The new Eyie (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 Kiltra (small fish) or Tertryi (floating fruits), while males usually go on more extensive and ambitious hunts. It is common for several new adults to band together for their Raukiye, meaning they join in the honor or shame of the hunt together, and become Lerahwa (nestmates). (6)
Myth/Oral History:
Kravar - Kravar was a prominent Yirake. Generally, the Yirake 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)
Rivta and Tikviri - Rivta and Tikviri were two males of the tribe who were planning on starting a nest together. As their Raukiye (coming of age hunt), the pair decided to hunt a massive and ancient Jiltatek, the large predator reptile of the marsh. Rivta was killed by the Jiltatek and Tikviri was badly wounded. (4)
Tikviri and Rikara — After recuperating in the settlement, Tikviri decided to avenge his would have been nestmate, and went to hunt the Jiltatek. He was nearly overcome, but Rikara, Rivta’s nestsister, joined him on her own Raukiye. Together, they killed the Jiltal’teik, though Tikvir suffered grievous wounds. They brought the Jiltatek’s head back to present to the entire clan as the fruits of their Raukiye. Tikviri had to spend a year recuperating and never flew normally again. Afterwards, Tikviri and Rikara started a nest together, and Tikviri was eventually chosen as Vikretir, despite his crippled wing. (4)
There are 6 cultural aspects. I’ll roll, and whichever one I pick reduces in strength by 2 or 3
1d6 = 2 (Varka)
1d2 + 1: 2 + 1 (mod) = 3
The cultural aspect of the Varka reduces in strength by 3 to 1
Cultural Evolution
I’ll roll 6d10, any results above that cultural aspect’s strength reduces in strength, any below increases. Then I’ll roll for change. If the Varka gets a 1, it’ll stay, otherwise it’ll disappear from this region altogether.2
6d10: 2, 7, 8, 3, 7, 10
Revere the sun and Kravar increase, all the rest decrease and Varka disappears altogether.
Now, roll for changes
5d10: 9, 7, 1, 10, 1
Revere the sun, Raukiye and the story of Rivta and Tikvir all change
Revere the sun:
I’ll use the modified table from last turn:
Expand on nature of the object of worship
Expand on how they revere object of worship
Add an additional aspect
Associate to a specific object/location/ritual
Connect to another belief
Be more specific in worship
1d6 = 2 - Expand on how they revere object of worship
Revere the sun. They use the sun to determine where they are as they migrate in the winter and back to the Tertsi’tol in the summer. (7)
Raukiye:
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
Die Roll: 1d10 = 8 - Add or increase a spiritual/supernatural element.
Possibilities:
Ritual dance
Feather offering
Paint talons/feathers
Walk through smoke of fire
Spiritual flight
Dive into lake
1d6 = 3
Raukiye (coming of age ceremony) - Coming of age ceremony for when a member of the tribe reaches full adulthood, around the age of 25. The new Eyie (adult) goes on a hunting trip to prove his or her ability to contribute to the clan. The Eyie paints his or her talons and feathers with yellow die, to show their connection to the sun. Females usually go on shorter trips and find some Kiltra (small fish) or Tertryi (floating fruits), while males usually go on more extensive and ambitious hunts. It is common for several new adults to band together for their Raukiye, meaning they join in the honor or shame of the hunt together, and become Lerahwa (nestmates). (5)
Rivta and Tikviri:
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
Die Roll: 1d10 = 7 - embellish details
Massive Jiltatek
Battle
Tikviri’s injury — recovery is impressive
Bond between Tikviri and Rivta
1d4 = 3
Rivta and Tikviri - Rivta and Tikviri were two males of the tribe who were planning on starting a nest together. As their Raukiye (coming of age hunt), the pair decided to hunt a massive and ancient Jiltatek, the large predator reptile of the marsh. Rivta was killed by the Jiltatek and Tikviri was mortally wounded. Despite Tikviri’s massive wounds, which should have killed him, he was able to recover. (3)
Social Development
Possible developments:
Finish domesticating Teksheka
Youngling roles
Elders council
Division of labor by age
Dispute resolution — challenge
Dispute resolution — mediation
Dispute resolution — consensus
Formalized nestbuilding/mating
1d8 = 2
Younglings (Ekiek), take on small roles around the Teerti (settlement) to aid in the community, such as gathering small plants and maintaining the Kritera (shelters/nests). This aids the community and prepares the Ekiek for their responsibilities as adults.
Population Increase
Every population increases by 10%. There’s only one, so the settled region 1 increases by 10%
185 + 18 = 203
This is above the carrying capacity of the local area, which I set as 200, so it splits into two tribes, the new one with 100, the old one with 103.
Possible expansions — up or down the coast, or inland
1d4 = 2
Down the coast. They settle along the river leading into the bay further down the coast.
I’m going to say that the carrying capacity of the new location is lower, only 150, since it isn’t in a rich river delta.
I’ll do a basic language development for the new region, to start the distinguishing process.
1d9 = 2
Culture (2):
Irake - priest/shaman nest
Kraet - defense/lookout nest
Ekik - youngling
Kyekte - nestlings
Yie - adult
Lerou - nest group
Ritak - clan
Traik - life
Ara - home
Kreet - temporary shelter
Akater - family heritage
Teeri - Settlement
Kitera - permanent home/shelter in the settlement
Vikretyr - flight leader (leader during migrations, high authority the rest of the year)
Vukar - migration
Leraehwa - nestmate
Warkiek - nestchild
Raukye - Coming of age ceremony
Next, the additional population growth. I’ll roll 1d2, whichever region is picked increases by another 10%.
1d2 = 1 - Population of region 1 increases again from 103 to 113.
Technological Development
1d2 = 1 - Settled region 1
Basic baskets
Better nest construction
Basic weaving
Bone fishing hooks
Stone tools to skin hunted animals
Beginning agriculture (purposely clear land to allow Tertyi to grow)
1d6 = 3
The Eekraw of this region begin to use the vines of the Tertyi (floating fruits tethered to the ground by long vines) to weave basic clothing and baskets.
The following words develop to describe these things:
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.
Tertryi’yiker (tertryi-tasty)- fruit of the Tertryi
A’tertryi (Tertryi of the clan) - Tertryi vine
A’tertryi (Tertryi of the clan) - to weave
A’tertryi’rizee (Tertryi of the clan-carry) - woven basket
A’tertryi’ratyr (Tertryi of the clan-protect) - woven vine clothing
Basic language development for this region:
1d10 = 8
Locations (8):
Tertsi’tol - The location of the summer settlement
Tredal - the large lake ten miles south of their summer settlement
Riketra - the large river leading to the lake
Myth/Oral History
Festival
1d2 = 1
In region 1, there’s a new festival.
Spring festival (returning to the Teerti)
Fall festival (leaving the Teerti)
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)
Naming ceremony
Mating ceremony
1d6 = 1
So the tribe in Settled Region 1 has a ceremony every year in the Spring when they return to the Teerti (summer settlement).
I’ll add one specific aspect to it
Dance celebrating the sun guiding them home
Elders visit each nest
Younglings show off their skills
Vikretir returns power to the clan
Light the central fire in the Teerti
Parade the semi-domesticated Teksheka
1d6 = 23
Vikar Raoki (sunset of the migration) — Every spring, when the Eekraw return from their migration, they hold a ceremony celebrating the end of the winter. In this ceremony, the elders in the tribe visit each Kritera (home in the settlement) and bless it before it is occupied by its Lerau (nest group). (5)
Prominent Individual
1d2 = 2
New individual in Settled Region 2
Male (1), female (2), group (3)
1d3 = 1, male
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 = 9 - Character vice - cruelty, deceit, discord, something like that
Possible options:
Sabotaged the Raukye hunt of a romantic rival
Fabricated heroic deed (during Raukye?)
As Vikretyr, abused his power
Undermined current Vikretyr
Gave younglings tasks for personal benefit
Set a rival’s Kritera on fire
1d6 = 1
Name:
Akrethi (small flyer)
Kikteertaria (challenging hunter)
Did he kill his romantic rival? 1 yes, 2 no
1d2 = 1
Akrethi was a youngling of the tribe. He wanted to form a nest with some of the most beautiful female younglings of his generation. However, they did not invite him to form a nest. Out of jealousy and rage, he purposely sabotaged the Raukye hunt of Kikteertaria, a male youngling who was invited to their nest. When Kikteertaria went to hunt a Jiltatek, like the hero Tikviri, Arethi riled it up and it killed Kikteertaria instead. (5)
Language Development
1d2 = 2, so settled region 2. As the language is getting really large, I start splitting up the parts of the lexicon more, adding a few new categories.
Basics (1):
Ku - me
Ie - you
Ero - them
Aha - us
Yela - yes
Ke - yes (A formal word, used only in rituals and election of Vikretir)
Reh - no
Society (2):
Viretyr - flight leader (leader during migrations, high authority the rest of the year)
Leru’Ilake - priest/shaman nest
Leru’Kratt - defense/lookout nest
Vukara - migration
Teeli - Settlement
Life/Family (3):
Kyeket - nestlings
Eki - youngling
Yai - adult
Lerahwa - nestmate
Warikek - nestchild
Leru - nest group
Ritac - clan
Akatar - family heritage
Culture (4):
Aara - home
Roukye - Coming of age ceremony
Trake - life
Arye — guidance
Tools/Technology (5):
Kitra - permanent home/shelter in the settlement
Dalri - fire
Chreet - temporary shelter
Descriptor (6):
Yiga - traitor
Tecara - hidden/camouflaged
Siga - simple
Jella - tasty/good-tasting
Yikre - delightful/happy/good (i.e., experiences)
Tarya - challenging
Rihrih - displeasing
Verbs (7):
Rav - to fly
Varaer - to succeed/excel
Rize - to carry
Jelte - to forage
Kikter - to hunt
Kikteer’hikka - to hunt something small
Talvha - to form a new nest
Ratlol - to land on the ground
Rayr - to defend/protect
Rekie - to care for/nurture
Ekikyeket - to teach
Talre - to light/illuminate
Raok - to begin
Other (8):
‘shi - suffix for small
Ar’ - prefix for near/related to the clan
‘thol - suffix for ‘place of’
Environment (9):
Yere - sun
Taluh - ground/soil
Trai - freshwater
Trekri - saltwater
R’vare - tide
Trakrit - shallow water/coastal pool
Trekret - coastline/beach
Karatra - swamp/marsh
Fahr - air/above
Raikre - day
Reku - night
Raoke - sunrise
Raokreh - sunset
Aker - flight
Tairuh - something that is reflective (metal or water, for example)
Varkah - shadow
Vikretra - river
Locations (10):
Terdi - The settlement location
Tradael - the ocean bay 10 miles south of their settlement
Creatures (11):
Tyek - dangerous creature
Hikkia - small harmless creature
Vairi - Large avian creature, large light-sensitive eyes, hunts nocturnally. Will snatch a fully grown Eekraw if they are alone
Jilttek - 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
Tulti - Large semi-amphibious segmented worms that feed on dead plants and animals, as well as seaweed and other ocean plant-matter
Kartresk - Large herbivore with armored hide and two large horns
Ratirkika - 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. Semi-domesticated - the Eekraw leave fruits for them and they hang around near their settlement
Rikika - 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.
Kilitra - Small, vibrantly colored fish which live in shallows and coastal pools, feeding on small insects and algae
Plants (12):
Tiyra - plant
Vasiket - trees that are too short to jump off of
Tsafek - tall tree that can be jumped off
Talritar - A bioluminescent moss that exists in a symbiotic relationship with the trees of the biome and grows on their upper canopies
Ritraver - Star-shaped fruit produced by one of the tree species
Triteiri - 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.
Jiltara - bushes with long, pointy thorns
Legacy
The idea of a legacy is that this is something that archeologists far, far in the future could stumble across. it'll be a burial site, a garbage pit, something like that. Now, obviously each tribe will do far more than just the one burial site, but rather than worry about that, I'll just roll and pick one each turn.
1d2 = 1
Settled region 1 leaves something behind for future generations to find, such as a burial mound or garbage pit.
Possible things left behind:
Preserved woven basket (preserved in the swamp, perhaps?)
Burial site with Eekraw in it
Burial site with Eekraw plus Teksheka
Flints for firemaking
1d4 = 2
Legacy 1:
In the first region that Eekraw ever settled down to semi-sedentary life, a burial site was left behind, with an Eekraw in it. This is located in the marsh/swamp area in the southwest coast of the central continent.
I also marked it on the map, and attached a copy of Settled Region 1’s full description with that legacy marker.
Next turn I'll do this during the universal round, so that it could come from anywhere.
I actually screwed this up, it’s supposed to be once per 20 regions, rounded up, and I did once per 20 regions rounded down. I should have done the random event twice. But oh, well.
After this, I decided that I want to reduce the chances of a cultural aspect disappearing entirely, so if a aspect gets to a strength of 1 in the future, I’ll roll a 1d10 — 1-4 means it increases by one in strength, 5-8 means it stays at 1, and 9 or 10 means it disappears. If this leaves me with way too many strength 1 aspects, I may change it again.
One of the things I need to constantly catch myself on is when I have a specific option that I want to occur. Sometimes I’ll pick that, but part of the point of this whole thing is to make it random, and even the less interesting possibilities can turn into something cool as they go through the steps of cultural evolution and change. The one I rolled wasn’t the coolest one, but it’s the one I rolled, so I’ll stick with it.