I continue this from the first half of Turn 10. At the expansion step of Turn 10, I rolled two regions — the first, region 13, easily and smoothly expanded into a neighboring uninhabited region, with no issues. Region 8, on the other hand, is entirely surrounded by other regions, with no uninhabited regions to expand to, and all of its neighboring regions are also surrounded. Therefore, there will be a chain of migrations with at least two regions displaced. First half of Turn 10 is below:
In this part of the turn:
A long chain of migrations pushes tribes from their homes and into new lands
The newly settled river valley in the western continent undergoes language development
The semi-sedentary tribe of the western coast begins to domesticate animals
The coastal regions to the south develop a simple raft, which they use in burial ceremonies
I put all language development results in the footnotes, to avoid having long lists of words breaking up the turn. Of course, that now means that the last half of this post is all footnotes made up of long lists of words. I’m not sure if this format works the best, we’ll see.
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.
Expansion (Part 2)
Region 8, surrounded as it is by inhabited regions, sets off a chain of migrations when some of them decide to migrate out and start a new life elsewhere. The eventual migration path is below:
Region 8 can move to three other regions - 4, 10, 15. I roll a 1d3 and get 3, so region 8 moves to region 15.
Region 15 in turn can only move to region 4.
Region 4 then could move to region 1, 2, 5 or 8. However, in the interest of preventing a never-ending circle or an excessively long chain of migrations, I’ll say it moves to region 5.
Then region 5 moves to a new region. The only uninhabited option is the tropical deciduous forest directly to its East, now called region 18.
So, the overall migration is depicted above - Region 8 replaces 15, 15 replaces 4, 4 replaces 5 and 5 moves to the new region, 18.
The only other time I’ve had migration through a region was Turn 7, when the tribe in region 3 pushed out its previous occupants, who went to region 12. This time I want to make the process a bit more structured, since I’ll be doing it three times. Basically, I will carry out a procedure for each of the three interactions between regions (8+15, 15+4, 4+5). Then I will create the biome for region 18 and move region 5 there just like normal.
For each interaction, I will start by creating new words in the incoming region’s language for their new home. Then I will roll 2d20 to see how many words switch between the languages (first die for the encroaching region, second for the departing region). I will then roll that many times amongst all the words in that language to see which ones transfer, discarding duplicates.
Then I will see what cultural beliefs transfer. For myths, I’ll roll 1d10 and if it rolls less than the myth’s strength, it transfers with a new strength of 3. For cultural beliefs, societal practices or technological advances, I’ll roll 1d10 for each, and if it’s 3 or less, it transfers.
I thought about making a chance that being forced out of their homes is added as a myth, like it was for region 12, but I decide against it. As the world fills up, these moves are going to happen often, and I don’t want every single region to have the same myth.
Region 8 to Region 15
Now, for the first interaction, as region 8 moves to region 15.
First, I’ll make words in the language of region 8 (now the new region 15) for all the features of the biome. I am going to put these in the footnotes, to avoid having just long lists of words for each region taking up reading space, rather than new things happening.1
Next, I’ll transfer words between the new region 15 (previously from region 8), and the old region 15 (soon to be region 4).
2d20 for the number of words transferred each way:
New region 15 to old region 15: 15
Old region 15 to new region 15: 14
There are 86 words in the language of the new region 15 (previously 8), so I roll 15d86:
74,72,29,74,18,44,19,22,69,71,82,61,40,21,86
Traratra’tali - A slow quadruped with a long snout and a strong, armored back. Excretes dissolving enzyme to soften tough materials
Kre’Jilvar - Large reptile, has large tail with spikes on it
Jilkai’jil - very good
Tev’eker - a new nest within the clan
Tav’ - prefix for new
Varea - the clan
Ratwa - a tree that has been marked by the clan
Sika - nuisance creature
Teltra’Tiktuti’va - Medium-sized creature with sleek body that can adjust its colors to blend with the forest, four multi-jointed legs with flexible, nimble feet that allow it to grip and traverse the trees as easily as the ground. Ambush predator
Varskti - trees
Trak’ti - stream
Tavake - to start
Yiteki - a youngling who does not properly integrate into their new nest
Eker’varskti - A tree has bark that can be soaked in water and then beaten into sheets to create clothing
Now, I’ll roll 14d84 to see which of the 84 words of old region 15 transfer:
2,53,47,49,15,83,81,26,33, 56,70,35,13,9
Eg - me
Bar - the sky
Raavar - noon
Karrah - home
Bartil - Large leaf which is edible, and also can be wrapped around other foods to make them portable
Tirrat - A fruit with a hard outer shell, and a soft, nutritional inside, can be eaten by Eekraw
Yitit - evil
Krovor - to succeed/excel
Ragir - sunset/sunrise
Tikjiltalvaar - Large predator reptile, has large tail with spikes on it
Tark - to land
Ekevar - youngling
Yeek - priest/shaman nest
Both of these regions were branches from region 4, so a lot of the words are closely related still, though nonetheless different. Some are more different than others — for example, Yeteki (troublesome youngling) in the old region 15 was replaced by Yiteki, while Eker (home) in new region 15 was replaced by Karrah.
Now, for society and culture - again, these are both branches from the same region, so not terribly different:
Neither region has any technological advances that we need to worry about.
In new but not old:
The moon’s bright reflection on the water every 16 years is a beacon the ancestors use to fly back to the world and revisit their descendants.
I realize that I can treat this as a myth, instead of as a cultural practice (it is kind of both, but I have a developed process for how to treat myths) so I move it to myths/oral history with a strength of 5 and rewrite it:
Roewa’Vakre (ancestor-flight) - Every 16 years, the moons line up on the equinox in such a way as to make a broad light across the water. This reflection is a beacon the ancestors use to fly back to the world and revisit their descendants. (5)
In old but not new:
Myth/Oral History
Akirak - Akirak was a young adult Eekraw, just past her full maturation. She was taking care of a group of nestlings when she saw a Kre’tikk diving at the nestlings. She used magic to summon a Tikk’tikru, which attacked the Kre’tikk and gave her time to pull the nestlings into the safety of the trees, protecting them from the predator. Later, she and Tariti’bar became nestmates. (4)
Tariti’bar - Tariti’bar 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 was accepted as a nestmate of Akirak. (5)
This means that the only things that either region has the other does not are the myths/oral history. I will therefore roll 3d10 - if I roll beneath the strength of the myths, they will transfer, above and they will not (basically, a stronger/more prominent myth is more likely to transfer).
I roll 6,5,2. So, the only one that transfers is the story of Tariti’bar, transferred from old region 15 to new region 15. After transfer it’ll have a strength of 3. I’ll leave in the mention of Akirak, since it just means that there is a possible hook for a new story later.
Finally, I’ll do a round of language development for both of these cultures, the new region 15 and the old region 15, which will now be moving to region 4. Again, putting the lists of words in the footnotes:2
Region 15 to Region 4
Now, for the next interaction (regions 15 and 4). Region 15 just split away from 4 last turn, so there’s almost no difference between them.
First, I’ll make new words for the new region 4 to mark the new creatures there. The biomes are similar, so there are relatively few necessary new words:
Yitik’bar (evil-predator-sky) - Medium-sized green flying creature, will swoop down on creatures up to the size of an Eekraw from the canopy.
Traratichee’vaar (interestingly enough, the base word, Traratichee, meant ‘little Trarati’, so literally ‘big little Trarati’) - Medium-sized animal with hard exoskeletal shell, four legs. Feeds on the hard fruits, travels in small family groups
Sika’chee (small nuisance creature) - Small, mouse-like creature with long tails that can be shed as a decoy when threatened
Raatir’karrah (home moss)- Another moss that is incredibly soft and has insulating properties, can be used to line nests and keep eggs and chicks warm
Tuli’skik’sika (ground-harmless creature-nuisance) - Small, armored insects that travel in swarms to devour carcasses and organic waste
Now, following my rules, the next thing I would do is do a language transfer, and a society transfer. However, the new region 4 and the old region 4 are really similar, since they only diverged last turn. Therefore, I’m going to skip that step, which would not add much of anything, and would just be a waste of time.
So instead, I’ll do a language evolution for the old region 4 (now region 5), again in the footnote: 3
Region 4 to Region 5
First, create words for the features of the new location, all in a footnote: 4
Now, we switch words between the new region 5 and the old region 5.
Again, I roll 2d20 to see how many words transfer between the two cultures. I roll a 6 and a 15 — so, 6 words go from new to old, and 15 from old to new.
There are 76 words in the new culture of region 5, 68 in the old region 5.
So, I roll 6d76 to see which words go from new to old:
32,57,51,2,18,53
Yeerti - to pray, meditate or defend against spiritual challenges
Tikuvare - bad weather
Var’altir - canopy (negative connotation - scary, unpredictable)
Yie - you
Yitiki - a troublesome or disruptive youngling
Trakit - stream
And I roll 15d68 to see which go from old to new:
64,13,23,6,35,51,53,20,68,42,42,37,22,18,49
Takjilk - Small, quick fish that feeds close to the islands. Very tasty to the Eekraw who is willing to fly out from an island to catch one
Yekri - elder
Krarkee - to leap or glide
Iki - yes
‘wi - suffix for place
Tigg - any ground-based predator
Sikdal - any creature that lives on the ground
RaJilk - feast or grand meal
Varsk’ti’jilk - Seeds with hard shells that are a delicacy to the Eekraw
Aikur - night
Jilk - food
It’tek - traitor/murderer/evildoer
Taluvark’wi - old/previous living place
Rakuki - sunrise
Next, I’ll see what societal changes occur.
What the old culture of this location has that new doesn’t:
Revere the forest canopy (Tavak’Vara) as being placed by the ancestors/spirits to facilitate travel between islands and protection of the Eekraw
Some trees drop hard balls of resin (Dal’Tvak) that can be shaped, viewed as gifts of the spirits as well
Use Jilk’Vtal (flimsy and improvised baskets) to carry food and small goods while flying, especially between islands
The first two can both also be rephrased as a myth to fit better into my current system of myth tracking and changes. I’ll make them each their own myths. In fact, I think I might do that to all cultural aspects of these tribes as I move forward, since there’s a better system in place.
Tavak’Vara (the forest canopy) - Once there was only ocean across the world, leaving the Eekraw no rest from ceaseless flying. The ancestor spirits, seeing their descendants’ struggle, placed the islands to allow the Eekraw a place to land, and the forest to give them somewhere to take off from. (5)
Dal’Tvak (hard resin) - Some of the trees placed by the ancestors produce Dal’Tvak, a hard resin that can be shaped. The Dal’Tvak is highly prized, as whenever it is found it is a sign that the ancestors and spirits are favoring the Eekraw who finds it. (5)
What new has that old doesn’t:
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.
Reverence for the sun
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.
These Eekraw use Raa’tir (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
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 Kre’tikk diving at the nestlings. She used magic to summon a Tikk’tikru, which attacked the Kre’tikk and gave her time to pull the nestlings into the safety of the trees, protecting them from the predator. (5)
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. (5)
The Raa’tir part needs to change, since the luminescent moss doesn’t exist in the new biome. I’ll change it such that the tribe uses To’ili’varskti (the hard balls of resin from the trees that can be molded) to make symbols of their clans.
Also, obviously the myth of Akir’krat needs to change to represent the new animals in the new biome - I make the attacking animal a Tich (ambush hunter with barbed tail), and the summoned animal a Travar’tich’vake (semi-amphibious predator).
Thus, overall, four things that can be transferred from old to new:
Revere the ancestors and spirits of the trees
Use Jilk’Vtal
Myth of Tavak’Vara
Myth of Dal’Tvak
And seven things can be transferred from new to old:
Priest Specialization
Trade younglings
Revere sun
Evil shadow spirits
Moldable resin symbols
Myth of Akir’krat
Myth of Tariti
For both, for the non-myth beliefs/technologies, I’ll count them as a strength of 3 (i.e., rolling 3 or below will transfer). While for the myths I’ll just roll for the strength, which in this case is 5 for each.
So, 11d10:
3,8,6,8
7,5,3,4,1,10,7
Transferred from new to old:
Revere the ancestors and spirits of the trees
From old to new:
Revere sun
Moldable resin symbols
So now both cultures revere the sun, the ancestors, and the spirits of the trees, and the old culture now molds resin (Dal’Tvak in their language) into symbols, showing the spirits their devotion and thanks.
One thing I’m noticing as I continue this turn, with significant interaction between different regions and their cultures, is that there still isn’t sufficient differentiation. I’m already planning on making major changes to the turn order starting next turn, so one of the things I’ll do is increase the number of differentiation steps every turn.
The other thing I’ll continue doing is regularizing aspects of the process, as that will greatly reduce the complexity and time of each aspect of the process, as it did with the myths section. Having pre-set possibilities makes things go smoother, as long as there is still room for interesting and unexpected results.
In any case, those are thoughts for the next turn.
Region 5 to Region 18 (uninhabited)
Now, I’ll generate the biome for region 18, which the culture that used to live in region 5 now migrates to.
It is a tropical deciduous forest, like Region 5, and the only neighboring region is region 5, so I’ll do the following: I’ll use the biome of region 5, but take three features from random biomes, do two variants and one full replacement.
3d17 to draw from random regions - 6,2,11
From region 2:
Staple Food: Nuts that grow on small bushes and trees throughout the biome
From region 6:
Minor Predator: Nocturnal predators with bioluminescent patches on their bodies that look like bioluminescent berries or insects. When prey comes near, the predator pounces
From region 11:
Scavenger: 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
Variants:
Major Predator: 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
Possible variations:
Poisonous barbs on tail
Tail make whistling sound when whipped
Prehensile tail for moving through forest
Sprint predator
Uses a double tail to strike
Daylight hunter
I roll a 1, so the creature has poisonous barbs on tail. The description is now: Large slender creature with long, whip-like tail equipped with poisonous barbs. They are an ambush predator which lies in wait and spears prey with poisonous tail.
Major Prey Animal: Medium-sized floating creatures that are buoyant due to gas-filled sacs within their body, use their long prehensile apendages to grab fruits from the lower branches. Can release the gas to disorient predators and change altitude rapidly
Possible variations:
Spiked body
Emits gas to propel self
Have hard pincers to break open nuts
Sail-like apendages to catch wind currents
Migratory
Smaller, move in groups
I roll a 3, so this variant have hard pincers to break open nuts. The description is now: Medium-sized floating creature that is buoyant due to gas-filled sacs within body, use hard pincers on end of long prehensile appendages to break open nuts from trees.
Feature replaced entirely:
Resource: 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
Possible new features:
Porous stones that can be used to filter water
Herb that, when crushed, mask the scent of a hunter, hiding them from prey
Vine that secretes a natural adhesive, useful for building nests
Tree with lightweight but strong branches
I roll a 3 - A vine that has a natural adhesive when broken, useful for building nests
Words for the new features, in a footnote: 5
This culture has the following belief:
Dal’Tvak (hard resin) - Some of the trees placed by the ancestors produce Dal’Tvak, a hard resin that can be shaped. The Dal’Tvak is highly prized, as whenever it is found it is a sign that the ancestors and spirits are favoring the Eekraw who finds it. The Eekraw mold Dal’Tvak into symbols which they leave in their migration path, so that the spirits of the forest see their devotion. (5)
However, the Dal’Tvak resin doesn’t exist in this biome.
Possible ways this belief changes:
Note the absence of Dal’Tvak (i.e., withdrawal of the spirits’ approval)
Focus on stone in general, rather than the hard resin
Focus on the Tira’tiy’eikrawi (adhesive vine) instead (very likely, so I’ll reproduce this option twice
Focus on the Tira’tiy’eikrawi (adhesive vine) instead
Focus on the Jilk’tira’tiy (nuts that grow on trees)
Focus on the symbol part - make symbols with branches
I roll a 4, so they focus on the Tira’tiy’eikrawi. I’ll actually say that they use the Tira’tiy’eikrawi to make Dal’Tvak, which now means ‘spirit symbols’
Dal’Tvak (spirit symbols) - The ancestors placed the Tira’tiy’eikrawi in the forest, vines with a natural adhesive that helps in making nests. These vines are a clear sign of the spirits’ support for the Eekraw. As the Eekraw migrate, they make Dal’Tvak, spirit symbols, out of the vines, and leave them in their migration path, so the spirits of the forest see their devotion. (5)
The last thing I’ll do in the expansion step is do language development for Region 18 (would do Region 5 too, but I already did that earlier in the expansion step). Also in a footnote: 6
And that ends the expansion phase. Obviously, that was a far longer expansion than previously, since there was migration through four regions. But I think the method that I created to streamline these migrations worked pretty well, I was able to get through them pretty smoothly. And there was some cool transfer between regions, as well.
Language Development
Now it’s time for a region to undergo full language development. Out of the 18 current regions, I roll a 17, the tropical deciduous forest on the western continent that was settled this turn. I place this entire updated lexicon in a footnote as well: 7
Technological/social/cultural Development
I stated last turn that I would have development occur to region 16 no matter what happened, as they’ve become semi-sedentary and have more time and ability to develop. I’ll roll to see what other region also goes through development - region 8, the tropical deciduous forest in the south of the central continent, which started the chain of migrations earlier in the turn.
Region 16
For region 16, I’ll roll a 1d3 - 1 is technological, 2 is social, 3 is cultural - 1, so technological.
I’ve decided that they’re not quite going to make an agricultural society still, but they’ll make another step towards it. I’ll give two possibilities — first, they start to semi-purposely scatter plant remains in a certain area to make sure they grow there, or second, one of the animal species in the area is semi-domesticated. I’ll roll a 1d2 to see which of those possibilities — I roll a 2.
Of the animals in the biome, the following are the ones that would most likely domesticate. I think the Tikru’teik is much more likely, so I’ll make a double entry for it.
Jiltal’teik - Large predator reptile, has strong, wide tail with spikes on it
Tikru’teik - Dog-sized insect, with green camoflauge skin and strong legs. Ambush predator
Tikru’teik
Kratirski - Large herbivore with armored hide and two large horns
Ratir’skika - 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
Tek’sheka - A medium-sized creature with tough skin and sharp tusks, dangerous if provoked
I roll a 6, so the Tek’sheka are semi-domesticated. I think this means that the Eekraw realize that if they scatter fruits around, Tek’sheka will come, and the Tek’sheka realise that the Eekraw provide fruits. I’m not sure if the Tek’sheka will become more a domesticated animal like a dog, or more a food source. I’d guess the former, just because the Eekraw don’t really need a domesticated food source yet, considering their population density. For now, though, all there is to it is a tendency for Tek’sheka to gather near the Eekraw summer settlement when they come every year.
Region 8
Now, for Region 8 - I roll a 1 - technological development
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.
Culture:
The moon’s bright reflection on the water every 16 years is a beacon the ancestors use to fly back to the world and revisit their descendants.
The Fark are evil shadow spirits (originally based on a predator of an ancestral biome). The Yik (priests) conduct rituals to try to drive the Fark away spiritually. Only the Yik call them Fark, everyone else calls the evil spirits Rakva to avoid drawing their attention.
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
Possible technological advances:
Fire
Simple whistle carved from bone
Simple woven net for gathering fish
Simple floatation device (boat)
Simple digging tool
I roll a 4, so these Eekraw now make a very simple boat (really just some wood tied together). I was struggling to think why they would do such a thing, to be honest. They can fly and therefore can get to islands themselves and get fish themselves. However, the moon’s bright reflection every 16 years, the Roewa’Vakre (ancestor flight) provides a perfect justification.
I can think of a couple of different ways that it works, but I think the most reasonable is that they assemble basic rafts to push the dead out to sea where they think the ancestors dwell. They realize they can use the rafts while still living to go and find fish further out from shore as well and begin to do so.
Incidentally, I’m also going to take this moment to redo this region’s culture to move everything from ‘culture’ to ‘Culture/Myth/Oral History.’ with the myth strength number that allows for the regularized process I made.
So, the new societal overview is below:
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’Rati Ra’Tark (prayer/meditation of death) - 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)
Now I’ll do basic language development for region 8 (I won’t develop the language of region 13 since I didn’t pick them on the roll, I just said they’d always go. I don’t want to have semi-sedentary/sedentary/agricultural regions to have their language develop that much faster than the rest of the Eekraw. Updated language in footnote: 8
That completes turn 10, the longest turn so far (10,000 words compared to the next longest with 7,500 words). As I continue this, it is clear that each turn is going to become progressively more complex and longer, especially as I add in additional things to the turn order. Still, that’s fine, I’m doing this on my own and just for fun, so if I get bored or take too long on something, I can just put it aside and continue later, or even skip to a different part of the turn order.
Region 15:
Creatures (7):
Teltra’Tiktuti’va - Medium-sized creature with sleek body that can adjust its colors to blend with the forest, four multi-jointed legs with flexible, nimble feet that allow it to grip and traverse the trees as easily as the ground. Ambush predator
Kre’Jilvar - Large reptile, has large tail with spikes on it
Trav’tiyo’var - Semi-transparent gliding kite-like creature, Paralyzes its prey then wraps it up and slowly dissolves it
Traratra’tali - A slow quadruped with a long snout and a strong, armored back. Excretes dissolving enzyme to soften tough materials
Var’skikka - Large floating creatures that are buoyant due to gas-filled sacs within their body, graze on tree tops. When threatened, they release the gas, which both disorients and harms their opponent and causes them to rapidly sink downwards, hopefully evading the predator
Torska’rat - 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.
Var’traratra - A medium-sized, winged quadrupedal prey animal that molts seasonally. Usually feeds on grasses and low-hanging leaves, travels in loosely-knit migratory groups.
Skiratar’ti - Small-sized animal with a hard exoskeletal shell, four legs. Feeds on hard fruits, travels in large herds.
Jilvar’varti - Small, winged reptiles that feed on flower nectar and fruit
Plants (8):
Rat’tiratir’ti - A fruit with a hard outer shell, and a soft, nutritional inside, primary sustenance for the medium herbivores, but can also be eaten by Eekraw
Varskti’kirl - Large leaf which is edible, and also can be wrapped around other foods to make them portable
R’tere - A moss that grows on the north side of trees and rocks. When dried and crushed, it can be used as a bioluminescent paint or marker to help with navigation signs or even art
Eker’varskti - A tree has bark that can be soaked in water and then beaten into sheets to create clothing
Region 15 (new):
Creatures (7):
Teyo - dangerous creature
Skika - non-threatening/harmless creature
Sika’ti - nuisance creature
Skirra - harmless sea-creature/fish
Tel’tikva - Medium-sized creature with sleek body that can adjust its colors to blend with the forest, four multi-jointed legs with flexible, nimble feet that allow it to grip and traverse the trees as easily as the ground. Ambush predator
Tikjilvar - Large predator reptile, has large tail with spikes on it
Trat’var - Semi-transparent gliding kite-like creature, Paralyzes its prey then wraps it up and slowly dissolves it
Ratrali - A slow quadruped with a long snout and a strong, armored back. Excretes dissolving enzyme to soften tough materials
Varskik - Large floating creatures that are buoyant due to gas-filled sacs within their body, graze on tree tops. When threatened, they release the gas, which both disorients and harms their opponent and causes them to rapidly sink downwards, hopefully evading the predator
Torskar - 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.
Vartrat - A medium-sized, winged quadrupedal prey animal that molts seasonally. Usually feeds on grasses and low-hanging leaves, travels in loosely-knit migratory groups.
Skiratti - Small-sized animal with a hard exoskeletal shell, four legs. Feeds on hard fruits, travels in large herds.
Jilvarti - Small, winged reptiles that feed on flower nectar and fruit
Region 4 (new):
Verbs (4):
Khar - to fly
Tav’kark - to take off, jump off
Khovor - to succeed/excel
Khrill - to use
Tarka - to land
Khra’at - to defend
Yeerti - to pray, meditate or defend against spiritual challenges
Tavake - to start
Ratiri - to mark with Raatir
Ratirik - to leave a legacy/impress
Environment (6):
Raha - sun
To’ili - ground/soil
To - underground
Tra - water
Va - the sky
Ray’raha - day
Raich - night
Raikir - sunset/sunrise
Vake - flight
Taltir - forest
Var’altir - canopy (negative connotation - scary, unpredictable)
Ra’al - clearings in the forest
Trakit - stream
Tavarch - jumping off points for flight - tall trees
Vartrach - mist/fog/dew
Travar - the ocean
Tikuvare - bad weather
Varkirr (sky-yes) - clear weather
Creatures (7):
Yota’skich - dangerous creature
Skich - non-threatening/harmless creature
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
Travar’tich’vake - Semi-amphibious predator with a tail that rapidly vibrates to propel itself as well as disorient creatures. Hunts aquatic and terrestrial creatures
Raich’Ketikch’chie - Nocturnal, winged creature that spring from trees and pounce on animals on the forest floor. Not dangerous to Eekraw
Ra’al’toili’skich - A slow quadruped with a long snout and a strong, armored back. Excretes dissolving enzyme to soften tough materials
Tarakre - Large floating creatures that are buoyant due to gas-filled sacs within their body, graze on tree tops. When threatened, they release the gas, which both disorients and harms their opponent and causes them to rapidly sink downwards, hopefully evading the predator
Skich’tra - Semi-aquatic mammal that feeds on fish as well as fruits and leaves near the islands’ coasts
Varskti’skich - A medium-sized bipedal animal with prehensile tail, jumps between trees and feeds on fruits
Skich’kaat’chie - Small, quill covered creature that feeds on fruit and insects, rolls into a spiky ball when threatened
Jiltalvarkre’ga - Small bird with irridiscent feathers, uses long tongue to drink nectar from flowers
Jil’jil’tra’skich - Small, quick fish that feeds close to the islands. Very tasty to the Eekraw who is willing to fly out from an island to catch one
Plants (8):
Tir - plant
Varskti - trees
Tirrat - Nutrient-rich fruit that has a luminescent glow
Jiklai’tir - Seeds with hard shells that are a delicacy to the Eekraw
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
Creatures (8):
Raiktaluv’it’tek - Large slender creature with long, whip-like tail equipped with poisonous barbs. They are an ambush predator which lies in wait and spears prey with poisonous tail.
Raa’tigg - Nocturnal predators with bioluminescent patches on their bodies that look like bioluminescent berries or insects. When prey comes near, the predator pounces
Vakraik - Nocturnal, winged creature that spring from trees and pounce on animals on the forest floor. Not dangerous to Eekraw
Krtal’Sikdal - Canine scavenger 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
Trakit’sikdal - Semi-aquatic mammal that feeds on fish as well as fruits and leaves in the rivers, streams and lakes of the forest
Jilk’vara’dal - Medium-sized floating creature that is buoyant due to gas-filled sacs within body, use hard pincers on end of long prehensile apendages to break open nuts from trees.
Varkeesik - A medium-sized bipedal animal with prehensile tail, jumps between trees and feeds on fruits
Dojik - Small, quill covered creature that feeds on fruit and insects, rolls into a spiky ball when threatened
Vajilk - Small bird with irridiscent feathers, uses long tongue to drink nectar from flowers
Takjilk - Small, quick fish that feeds close to the islands. Very tasty to the Eekraw who is willing to fly out from an island to catch one
Plants (9):
Varsk’ti’jilk - Seeds with hard shells that are a delicacy to the Eekraw
Jilk’tira’tiy - Nuts that grow on small bushes and trees throughout the biome
Tira’tiy’eikrawi - A vine that secretes a natural adhesive when broken, useful for building strong nests
Creatures (8):
Teg - any ground-based predator
Vat’k - any air-based predator
Sidal - any creature that lives on the ground
Sikarti - any creature that lives in the trees
Jik’t - any small creature
Riktavtek - Large slender creature with long, whip-like tail equipped with poisonous barbs. They are an ambush predator which lies in wait and spears prey with poisonous tail.
Ratigg - Nocturnal predators with bioluminescent patches on their bodies that look like bioluminescent berries or insects. When prey comes near, the predator pounces
Vakrek - Nocturnal, winged creature that spring from trees and pounce on animals on the forest floor. Not dangerous to Eekraw
Krasikdal - Canine scavenger 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
Trakidal - Semi-aquatic mammal that feeds on fish as well as fruits and leaves in the rivers, streams and lakes of the forest
Jilvaral - Medium-sized floating creature that is buoyant due to gas-filled sacs within body, use hard pincers on end of long prehensile apendages to break open nuts from trees.
Varkesk - A medium-sized bipedal animal with prehensile tail, jumps between trees and feeds on fruits
D’jik - Small, quill covered creature that feeds on fruit and insects, rolls into a spiky ball when threatened
Vailk - Small bird with irridiscent feathers, uses long tongue to drink nectar from flowers
Takjil - Small, quick fish that feeds close to the islands. Very tasty to the Eekraw who is willing to fly out from an island to catch one
Basics (1):
Kio - me
Ye - you
Eru - them
Rait - us
Kiri - yes
Kro - no
Riw - plural marker
Culture (2):
Ekarek - priest/shaman nest
Ikra’zh - defense/lookout nest
Ikik - youngling
Ikik’thel - nestling
Era - nest group
Raatrak - clan
Yirtra - other clan
Vara - evil force of darkness
Trake - spirit/soul
Ikavok - a tall tree near the clan’s resting place used as primary lookout by the Ekra’tir
Ikridy - temporary lookout post near home
Yiro - home
Kret - shelter
Kirati - temporary shelter
Ikere - clan song - the oral history of the clan
Ikerwa - us song - the oral history of all the Eekraw, split between the clans
Ikyiti - verse of the clan song
Rikre - good omen
Var’trak - bad omen
Descriptor (3):
Yitti - liar
Tikor - mysterious/unknown
Tikkor’tel - confusing
Ski’a - foolish/gullible
Zhilt - sour tasting
Ilre - pleasant
Yee’a - wise
Verbs (4):
Iveer - to fly
Vreer - to succeed/excel
Talvak - to teach/educate
Verkre - to sing/recite
Ezheer - to use
Zhilar - to harvest/forage
Tava - to land on a tree
Tolar - to land on the ground
Atye - to defend/protect
Ekatir - to care for/nurture
Tak’r - to challenge
Alelur - to light/illuminate
Trayzhi’r - to trade
Ekare - to conduct ritual
Other (5):
‘thel - suffix for small
Ego’ - prefix for familiar/safe
Yiik’ - prefix for foreign or different
Environment (6):
Eeri - sun
Rikree - moon
Talo - ground
Talwi - soil
Taki - good water
Tarew - dangerous/polluted water
Vataka - above the forest
Voaarta - forest canopy
Kitee - shrub layer
Akai - day
Rikon - night
Raakin - sunset/sunrise
Vikro - flight
Teiraa - the forest
Creatures (7):
Tik’u - dangerous creature
Ska’ka - non-threatening/harmless creature
Siti - small creature
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
Plants (8):
Tyri - plant
Vasg - bushes and small trees
Taku - tall tree that can be jumped off
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
Descriptors (3):
Yoth - bad
Yitti - very bad
Jilke - good
Jilal - excellent/perfect
Tika - mysterious/unknown
Ekibor - skilled