This month's event for the RP Garden Discord server is centered around worldbuilding! I thought I would go ahead and share my prompts here, just in case anyone else would like to participate. I've edited a bit of the rules/participation info since obviously y'all aren't on my Discord server hahaha. Anyway, enjoy!
Rules and Participation
Welcome to Authorial April! While pure writing prompts can be fun, it's good to take a break now and again. This month, we will be focusing on world building and character creation, with a bit of story structuring on the side. If all goes well, these sorts of events and prompts could be repeated throughout the year in order to break up the monthly challenges. Please let us know what you think and how we can improve!
🌺 Goal: To Achieve at Least 30 pts 🌺
Why points? Some prompts are more involved than others and will take more time and effort to complete. Points are a replacement for days of participation in this event. You are welcome to score more than 30 if you wish for extra bragging rights!
🌺 How to Participate 🌺
Post your creations with the #AuthorialApril2025
You can repeat prompts if you like
Support each other as you work, and try to keep comments positive. Remember that we are all here to improve and learn! No one is perfect.
You can absolutely show this prompt list around or use it on your own Discord servers if you like! Simply credit me as squidlykitten and maybe link back to my socials or my website.
PROMPTS BELOW THE CUT
🌺CHARACTER BUILDING PROMPTS 🌺
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💐 10 PTS 💐
◦ Create a detailed profile page for your character that you can share with others.
This could be on Toyhouse, Google Docs, Carrd, or even an OC-drop here on the server. You can decide what "detailed" means, but it should include more than just their name, age, and appearance. Need a character template? Have a look at these.
◦ Create a detailed roster/organization document of your characters.
How do they relate to one another? What is the hierarchy? What sorts of relationships do they have? How did they meet?
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🌷 5 PTS 🌷
◦ Fill out this sheet about your character's core urges.
◦ Create a character relationship map for your main OCs.
You can create one using Canva, a google doc, Toyhouse page, or even MS paint. This blog post has some examples of different sorts of charts.
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🍀1 PT 🍀
◦ What unusual hobbies or interests does your character have? How do these hobbies reflect their personality or shape their worldview?
◦ What are some of your character’s earliest memories? How do these memories influence their present actions and attitudes?
◦ What was your character’s educational journey like? Did they excel academically or face challenges along the way?
◦ Does your character have any secrets or hidden aspects of their past? How do these secrets impact their present actions and relationships?
◦ What is an internal conflict that your character grapples with? How well or poorly do they deal with this? Do they ever talk about it? With whom?
◦ What is your character’s biggest flaw? Write about how they came to terms with it (if they have) or how they react when someone calls them out for it.
◦ A character is cleaning out their attic and finds a dusty old box. Inside are things that belonged to a person they used to be close to, but haven’t thought about in years. What objects are in the box, and what do they mean to the character?
◦ What does your character typically wear? What is their personal style? Does how they dress match their desired appearance?
◦ What body language is typical of your character? Do they sit up straight or slouch? How would you describe their walk?
◦ Does your character wear any jewelry? Favorite pieces? Do those pieces have any significance within their story?
◦ What’s in the fridge? Do they cook or eat out more? Why?
Do they often carry possessions with them? How do they carry them? (Aka, what's in their bag? )
◦ How does your character handle a situation that they are unfamiliar with?
◦ What interests of yours have influenced the creation of your character? What bits have you borrowed from other media?
◦ Describe your character's bedroom. What objects do they keep there? What's the style like? Do they share it? Do they make their bed?
🌺 WORLD BUILDING PROMPTS 🌺
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💐10 PTS 💐
◦ Create a world map for your story, complete with important story locations. Create a document along with the map that has at least 1-2 sentences of information about each location. Consider adding political overlays.
You can try using Inkarnate, Azgaar's Fantasy Map Generator, donjon World Generator, use the rice method, or any other method that works for you!
◦ Create an in-depth document about your world's magical system.
Where does the power come from? Who gets it? How is it used? How does society see it? Refer to this page for tons of prompts if you need ideas of what to delve into.
◦ Create an in-depth document about your main character's culture.
What sort of festivals do they celebrate? What are their main moral concerns? What sorts of idioms and phrases do they use and where do they come from? Refer to this page for tons of ideas of what this document might include.
◦ Create an in-depth document about the structure of a (dominant) organization (religious, military, political) in the world (e.g. what is their domain, who do they influence, who are their adversaries, etc.)
What is their domain? Who do they influence? Who are their adversaries? This page has some good prompts for religions, and this one for governments.
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🌷 5 PTS 🌷
◦ Create a map of an important structure in your story.
You can try using Inkarnate, DungeonScrawler, Canva floor planner, modifying a modern building layout, creating it in the Sims, drawing it on paper, go crazy!
◦ Write advertising copy for three important objects within your story. (Or create a regular document describing 5 different items)
This could be potions, weapons, or general gadgetry. Who made them? What are they used for? What does ownership of these objects say about the world and who they belong to? Try looking at TTRPG magic item hand out cards for inspiration, or try copying an advertisement you see on the web. Here is a resource on writing ad copy.
◦ Create a detailed history of a single location, written as a tourist brochure or newspaper article (such as one celebrating an anniversary)
Here you can find some free travel brochure templates. For historical article inspiration, try searching for "celebration of 100 years" or "anniversary of opening" and your local news source.
◦ Write a detailed report on how a location's or your world's general economy works.
What sort of currency do they use? Are there any trade deals or tariffs? What is the main source of income? You can find some more prompts here, here, here, and here.
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🍀1 PT 🍀
◦ Write about an influential artist in your world. What did they create and how is their work celebrated?
◦ Who is the most popular living person in your world? Why are they so beloved?
◦ Describe the most important animal used in agriculture in your world.
◦ Describe a species in your world that becomes an unwanted pest in large numbers. What nuisance does it cause?
◦ Write about an animal that is loved by some and hated by others. What about it makes opinions on this animal so divided?
◦ Describe a plant known for its appearance, either beautiful or horrible. What sort of symbolism does it have for your people?
◦ What is an object that most people in your world would give almost anything to have?
◦ Describe a prototype of a weapon in your world. Who is making it, and what does it do?
◦ Write about a medal or trophy in your world. Who is it awarded to and how is it earned?
◦ What is an item a child in your world would save up for? What is it made of? How is it viewed by community members?
◦ Write about a traditional gift that is given as a wedding custom.
◦ What tools do people in your world need to cast spells or use magical abilities?
◦ Tell us about an important food staple in your world.
◦ What's the latest fashion trend in your world?
◦ What is the most prolific drug in your world? How did it come to be and what does it do?
◦ What is a bedtime story told to children in your world? Is there any truth to it?
◦ Write about a medical advancement in your world. How does it work or what does it do?
◦ How does a culture of your world celebrate birthdays?
◦ How does a culture in your world view death? What rites and rituals surround it?
◦ What gesture is expected to be performed to show respect in greeting a person? What is the consequence for not performing it?
◦ What is a common idiom in your world? What does it mean, and how did it come to be?
◦ What sorts of oaths and curses do your people use within the world? Do they have any additional meaning or context?
🌸 STORY STRUCTURE PROMPTS 🌸
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💐 10 PTS 💐
◦ Write a full story outline.
Need structure help? Try Save the Cat, The Hero's Journey, The Snowflake Method, or just google "(your genre) plot structure". There are as many ways to do things as there are people! Find the one that works best for you.
◦ Write and share a full chapter of your novel.
For the purposes of this event, a chapter is around 4k words, but it really varies by genre. This is about effort more than quantity, don't stress it too much. Need more information on chapters, how to know when to end one, and how long they normally are? Check here.
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🌷 5 PTS 🌷
◦ Write a "back of the book" blurb for your story. Give us a summary that will draw us in!
Need a bit of guidance? Try reading this blog post!
◦ Write down a snapshot summary of your story's beginning, middle, and end.
Beginning: Who are your main characters? What is their before life like, and how are they introduced? Middle: What happens to them? What is the driving force of the story? End: How does the story shake out? What are the consequences for the world and your characters?
◦ Create a document explaining your stories main themes
What are they? How will they show up in your story? Do you plan to have any recurring motifs? Do they change throughout the story?
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🍀1 PT 🍀
◦ Who is the target demographic of your story? What have you done/what changes have you made to appeal to them?
◦ Tells us about some "darlings" you have had to kill. What bits of the story did you have to remove that you still think of fondly?
◦ Grab a story that you really enjoy and find a ~300 word section that really appeals to you. What word choices did they make and why? What about this part of the story appeals to you?
◦ Describe how you will foreshadow one major event in your story.
How do you intend to share your story, if at all? Why? How does that influence the way that you write?
◦ Are you a planner or a pantser? (IE do you outline things or just go for it and edit later?) Have you tried doing things the other way?
◦ What motivates your writing? Does that effect the themes and structure of your work?
Did some more work on my cultural document, answering questions about life, death, and hatchlings in the Vincam Empire.
WORD COUNT: 2,226
What is considered a normal family unit? How extended is an extended family? How important are family connections and responsibilities?
Vincam "families", after leaving the Hatchery, are focused around work and function. A cohort would be the larger group that a Vincam is part of, such as the Shipwrights. A Vincam's cohort is considered a large part of their identity, and it informs the way that they interact with others both inside and outside of the cohort. Cohorts rise and fall in prominence depending upon how much output they are able to provide proportional to the input that they receive, their value and ranking determined by Elder Dorf, Chief Economist.
As for size, it very much depends on what department they work in and how specialized their task is. There are also cohorts within cohorts. For example, all Soldiers might consider themselves to be part of the same cohort, but they are still split into squads headed up by a leader. Or within the Gandist cohort, there are those who work on external media versus those who work on internal works.
The highest ranked among the Vincam will also belong to a warren -- the equivalent of a household. A warren generally consists of a superior, an Assistant, a Janitor, a Cook, and around one to three Juniors, who serve as backups for the Superior's position. Warren size tends to expand with power, with Assistants getting their own staff or an addition of a personal Shipwright, etc, etc as the superior can afford and has the clout to request. Those who do not live within a warren live within a barrack instead, where cohorts share a communal sleeping and living space during their off-hours.
What are the rites of passage in this culture?
The main right of passage within the Vincam colony is graduation from the Hatchery into a cohort. This occurs at a hatchling's final instar, which is around 13 years of age though it varies by gender. Upon finalization of their molt, the superior that ordered their hatching will be contacted and the hatchling will be presented to them. The superior will then test them by asking them to provide a variety of tasks, the nature and difficulty of which depends upon the cohort they are meant to enter as well as the demands of the superior themself. Due to the Hatchery's vigorous and thorough training, informed by the requests of those who order the hatchlings, it is very rare for a hatchling to fail this test. Rare, however, does not mean unheard of. Hatchlings who fail may be given another chance or possibly sent back into the Hatchery for further training, but the most likely outcome is that they will simply be discarded in favor of a newer hatch.
Another rite of passage comes when a Vincam manages to reach 100 years of age, after which they are given a seat on the Elder's Council, along with the ranks and privileges associated with that position. This puts them above all others within their cohort, regardless of their previous rank, and elevates their cohort in the general hierarchy as well. Due to the rather violent nature of the Vincam lifestyle and general jostling for rank and resources, it is very rare that anyone manages to reach this age. Those who do are either well liked, genuinely very good at their job, or simply too terrifying to consider assassinating for their position. The Elder's Council advises the colony Mother, and are responsible for the general management and governance of all those beneath them within their specialty.
What customs surround a hatching?
In order for a crelean clutch to hatch, the eggs must first be brought into the light. While this task can be performed with a UV lamp, within the Vincam colony it is considered an almost sacred tradition to take them above ground to the meadow just outside their ancestral tunnels, so that the hatchling's first glimpses of the world will be the same as the thousands of years of Vincam. Unfortunately, the world above the tunnels has never been a particularly safe place for a hatchling to be, a situation only made worse by the general destruction and pollution of Crelea IV's surface following the Great Colony Wars. While the air and soil are beginning to heal, hatchlings who are not strong enough may still succumb to the toxins, unable to make the journey into the Hatchery tunnels where they will live the first thirteen years of their lives. This, too, is considered right and necessary to weed out those that even genetic engineering could not fix.
Caretakers also take note of the method in which hatchlings emerge from their egg casing, as a common superstition amongst the Vincam assigns personality traits to the event. You can learn more about crelean hatch augury here.
Who is normally present for a hatching?
As a general rule, the only creleans present to witness a hatch are the Caretakers. In the past, Mothers and Daughters would sometimes take an interest in the event, especially if the clutch contained potal or Daughter eggs, but amongst the Vincam it has only been the Caretakers since the colony's move to the flotilla.
Traditionally, the Caretaker cohort was made up almost entirely of potals, as they were considered uniquely qualified to care for the eggs. While it is true that potals often experience a strong nesting urge following a Flight, Vincam culture has shifted to accept nobles amongst the Caretakers, and even to prefer them due to their perceived emotional stability. It is difficult to say whether this shift comes from any kind of cultural enlightenment or if it is only the result of the lack of potal eggs within the colony, but regardless of the origin, the current Caretaker cohort is now almost entirely noble.
Who raises the children? At what age do they begin to be educated or trained? By whom? Are they considered mini-adults? Do they dress differently from adults? If so, when do they change to adult dress?
Hatchlings are raised in large groups known collectively as a “hatch” and looked after by the cohort known as the Caretakers. The lead Caretaker, the Hatchmaster, is in charge of determining which and how many eggs go into each hatch, a figure that is dependent upon the needs of the colony. As hatchlings take 13 years to reach maturity, there is a fair amount of guesswork involved in selecting the number of hatchlings, and an incorrect guess can lead to the discardment of perfectly good hatchlings at the end of their Hatchery days.
For the most part, they are treated like ignorant adults. Hatchling brains develop very rapidly, a natural process that is assisted and sped up by their biotech implants. However, their language takes a bit longer to develop. Vincam language is polytonal, consisting of a fundamental that makes up the general “words” of the language, a first overtone that conveys emotion, and a second overtone that is used as a voice of authority (singable only by nobles, potals, and alates). Hatchlings are born only with the ability to sing the first overtone, with the fundamental developing during their third instar. This does limit their communication ability outside of written language, but Caretakers have developed a fairly intricate system of hand signals to communicate with younger hatchlings. This system is sometimes still used by adult Vincam when it is necessary to communicate in the vacuum of space or when song is otherwise inconvenient.
Due to the fragility of their unhardened chitin, hatchlings wear loose garments made of soft natural materials. These garments are dyed in the colors of their intended cohorts, which helps Caretakers to identify which hatchlings need to be attending which trainings. Also due to this fragility, corporal punishment is not an option for errant hatchlings. In its place, various shaming techniques are used, the most common of which forces the hatchling to take their meals in a large cage suspended above the communal mess hall, where all of the hatch can see. Amusingly enough, this cage has been around for centuries and was once used to display the prisoners of the colony, back when the entire colony still lived on Crelea IV.
Most of a hatchling’s early life consists of going to various trainings on the duties they will be expected to perform during their life within the colony, regular checkups with the Healers to determine the rate of integration with their biotech implants, eating in the communal mess hall, and occasionally attending shows and performances of Vincam current events and history.
What customs surround death and burial?
Upon death, a corpse is considered a person and treated as such until the uploading of their implant’s data. Throughout their lives, Vincam develop and increasingly close bond with their implant, which processes their thoughts, memories, and emotions. Eventually, an “echo” is formed, an AI personality that the implant uses to interface with the host and whose personality reflects the host’s inner self. The older a Vincam becomes, the greater the chance of divergence between the self and the echo, which can sometimes create problems of internal strife and other behavioral issues. This splitting effect is one of several reasons that most Vincam do not make it past their thirties, let alone grow old enough to become an Elder.
The colony has always treated body retrieval as a priority following battles, both to retrieve the valuable implants and keep them out of the hands of their enemies, as well as to ensure that a Vincam’s echo is properly escorted to the Collective, a massive database of Vincam knowledge and history, whose physical servers are located deep in the ancestral Hatchery tunnels. As a result, death is often euphemistically referred to as “going Home,” since the vast majority of Vincams will never see Crelea IV again after leaving the Hatchery. The uploading ceremony itself depends upon the cohort, though generally it involves the cohort gathering together to escort their fallen one final time towards the Healer’s wards. Once an echo has been uploaded and archived, the body is stripped of its implant and then incinerated.
The implants of fallen Vincam are then wiped clean of their former data and returned to Crelea IV to be reimplanted into a waiting egg. While this data scrub should remove all lingering memories from the previous host, there have been reports of vague bouts of déjà vu and sensory ghosting, a phenomenon that tends to get worse the longer the implant is in use. In very rare cases, full “echo ghosts” have occurred, where the host experiences a full second personality within their mind that is not a copy of their own. Depending on the severity of the divergence between host and implant, these hatchlings may find themselves discarded to avoid stability issues between the host and the implant. Most implants have an effective lifespan of 200-300 years, though they have been known to last longer with careful care and maintenance. Technological advances have also begun to push this expiration date further. Higher caste Vincam are more likely to receive fresh implants versus a recycled one.
When meeting someone, how are they greeted — wave, handshake, bow, some other gesture? How did the greeting gesture originate (example: shaking hands to prove one’s weapon hand was empty)?
Greetings vary quite a bit by age and social caste, but there are some universal gestures that are recognized. When greeting a fellow member of your cohort with whom you share a similar rank, it is customary for Vincam to press their foreheads together and gently tap the tips of their antennae. This serves the dual purpose of a greeting and of reinforcing the communal scent bond that marks a pair as members of the same cohort. This is considered to be a somewhat juvenile and overly enthusiastic greeting, similar to a human running up to their best friend and giving them a hug. It is most commonly practiced among drones.
A lover's greeting is similar in a way, though far more rare as it is traditionally only performed between a matched pair, promised for a Flight. This gesture starts with the friendly forehead press, and then shifts to the side until the two creleans are pressing the base (also known as the scape) of their antennae together. This greeting leaves a lasting scent-mark on the other, strong enough to be noticeable to the rest of the colony. In a way, this allows the pair to carry the other with them throughout the day, similar to a human wedding ring.
For a more formal greeting, a Vincam might incline their head towards the other, with the depth of the nod indicating the amount of respect and deference owed to the other. An up-nod of the head would indicate a claim of superiority, though it is considered somewhat pompous to do so, even if you are entitled to authority over that person.
Salutes are also used among the military castes, which is performed by pressing the left hand firmly against the chest, the right arm held at the side, and antennae crossed over one another. This gesture is generally given to one's superior officer, and there are those outside of the military castes who demand it of their subordinates simply to appease their own ego.
Today I wrote a bit about Hatchlings and Caretakers!
# What is considered a normal family unit? How extended is an extended family? How important are family connections and responsibilities?
> Vincam "families", after leaving the Hatchery, are focused around work and function. A cohort would be the larger group that a Vincam is part of, such as the Shipwrights. A Vincam's cohort is considered a large part of their identity, and it informs the way that they interact with others both inside and outside of the cohort. Cohorts rise and fall in prominence depending upon how much output they are able to provide proportional to the input that they receive, their value and ranking determined by Elder Dorf, Chief Economist.
> As for size, it very much depends on what department they work in and how specialized their task is. There are also cohorts within cohorts. For example, all Soldiers might consider themselves to be part of the same cohort, but they are still split into squads headed up by a leader. Or within the Gandist cohort, there are those who work on external media versus those who work on internal works.
> The highest ranked among the Vincam will also belong to a warren -- the equivalent of a household. A warren generally consists of a superior, an Assistant, a Janitor, a Cook, and around one to three Juniors, who serve as backups for the Superior's position. Warren size tends to expand with power, with Assistants getting their own staff or an addition of a personal Shipwright, etc, etc as the superior can afford and has the clout to request. Those who do not live within a warren live within a barrack instead, where cohorts share a communal sleeping and living space during their off-hours.
# What are the rites of passage in this culture?
> The main right of passage within the Vincam colony is graduation from the Hatchery into a cohort. This occurs at a hatchling's final instar, which is around 13 years of age though it varies by gender. Upon finalization of their molt, the superior that ordered their hatching will be contacted and the hatchling will be presented to them. The superior will then test them by asking them to provide a variety of tasks, the nature and difficulty of which depends upon the cohort they are meant to enter as well as the demands of the superior themself. Due to the Hatchery's vigorous and thorough training, informed by the requests of those who order the hatchlings, it is very rare for a hatchling to fail this test. Rare, however, does not mean unheard of. Hatchlings who fail may be given another chance or possibly sent back into the Hatchery for further training, but the most likely outcome is that they will simply be discarded in favor of a newer hatch.
> Another rite of passage comes when a Vincam manages to reach 100 years of age, after which they are given a seat on the Elder's Council, along with the ranks and privileges associated with that position. This puts them above all others within their cohort, regardless of their previous rank, and elevates their cohort in the general hierarchy as well. Due to the rather violent nature of the Vincam lifestyle and general jostling for rank and resources, it is very rare that anyone manages to reach this age. Those who do are either well liked, genuinely very good at their job, or simply too terrifying to consider assassinating for their position. The Elder's Council advises the colony Mother, and are responsible for the general management and governance of all those beneath them within their specialty.
# What customs surround a hatching?
> In order for a crelean clutch to hatch, the eggs must first be brought into the light. While this task can be performed with a UV lamp, within the Vincam colony it is considered an almost sacred tradition to take them above ground to the meadow just outside their ancestral tunnels, so that the hatchling's first glimpses of the world will be the same as the thousands of years of Vincam. Unfortunately, the world above the tunnels has never been a particularly safe place for a hatchling to be, a situation only made worse by the general destruction and pollution of Crelea IV's surface following the Great Colony Wars. While the air and soil are beginning to heal, hatchlings who are not strong enough may still succumb to the toxins, unable to make the journey into the Hatchery tunnels where they will live the first thirteen years of their lives. This, too, is considered right and necessary to weed out those that even genetic engineering could not fix.
> Caretakers also take note of the method in which hatchlings emerge from their egg casing, as a common superstition amongst the Vincam assigns personality traits to the event. You can learn more about crelean hatch augury here.
# Who is normally present for a hatching?
> As a general rule, the only creleans present to witness a hatch are the Caretakers. In the past, Mothers and Daughters would sometimes take an interest in the event, especially if the clutch contained potal or Daughter eggs, but amongst the Vincam it has only been the Caretakers since the colony's move to the flotilla.
> Traditionally, the Caretaker cohort was made up almost entirely of potals, as they were considered uniquely qualified to care for the eggs. While it is true that potals often experience a strong nesting urge following a Flight, Vincam culture has shifted to accept nobles amongst the Caretakers, and even to prefer them due to their perceived emotional stability. It is difficult to say whether this shift comes from any kind of cultural enlightenment or if it is only the result of the lack of potal eggs within the colony, but regardless of the origin, the current Caretaker cohort is now almost entirely noble.
I'm currently working on a culture document! Well. Mostly I am filling out a questionnaire. But maybe I will make it look pretty later. Today's progress is 800 words!
WRITTEN TODAY
Word count: 800
Do average people believe old tales, or do they dismiss some that have a basis in fact (e.g., Troy)?
Generally speaking, Vincam people are fond of mythologizing their past, especially considering their long history of warfare and brutal acts against other races and fellow creleans. As with most peoples, their stories tend to paint themselves in a far better light than might be deserved and reinforce a feeling of colony cohesion and pride. As a general rule, Vincam are conditioned all of their life to consider the actions of their leaders to be righteous and just, and to not question their "inherent superiority." There are always those who go against this rule, but generally they are the Vincam who have survived long enough to see the cracks beneath the pretty paint that their cultural stories wash over their history.
Do wild and rebellious young people dress any differently from anyone else? Are they allowed to?
Short answer? No. Due to extensive use of genetic cloning, clothing style and color is used as a major indicator of identity and dressing outside of allowed norms, especially for an on-duty Vincam, could have potentially violent results. The long answer is that people generally find very subtle ways of rebelling. They might wear a certain pattern of warpaint that is more aspirational than truthful, or they might pick up offworlder clothes to wear on their off-shifts that they feel better reflects the personal self that they only indulge when not working on their colony assigned tasks. Still, this rebelliousness is rare -- collectivism is the dominant cultural norm, and over expression of individualism is frowned upon, even during off-shifts.
That being said, exiles from the colony tend to wear whatever style they desire, often adopting the clothing styles and adornments popular amongst those who would have ranked higher than them within the colony, with prominent use of golds and reds. Vincam exiles are not numerous but they do exist, often forming small bands of mercenaries or raiding parties.
How do they choose what work to do?
The creleans are a hive species, and the Vincam are no exception. Every Vincam is hatched for a specific job and purpose, which results in an unemployment rate of zero within Mother Siel's colony. In modern times, genetic engineering and cloning is used to obtain hatchlings who are physically and mentally suited for their designated positions, but that doesn't mean the system is always perfect. While Vincam are allowed to petition for transfer into another department, it can be a difficult thing to find a position that is open or to prove their worth to fill it. This sometimes results in rather violent solutions from desperate potential job-hoppers, which even then does not guarantee them a spot in their desired position.
Vincam who are deemed unsuitable for their position or otherwise deemed unfit to work face discardment by the colony, which includes the removal of their implant to be given to the one who will fill the position they were unable to. This is a fate worse than death for a crelean that has established full integration with their implant, as their minds and bodies become accustomed to offloading physical and mental strain to it. Removal also leaves them at the mercy of their natural immune systems, which will be incredibly weak due to the implant having fulfilled that role for the entirety of their existence.