By Tooth And Claw Dragons

Languages, Accents, Names, etc

Here are guides to all of our various languages, common naming practices, and more. Do note that these are not set in stone, and can often be worked around or - in the case of our languages - words added. Please refer to this thread for more information on adding words.

Languages and More

Accents and Dialects

Found across the Realms are a variety of accents and dialects, ranging from region to region and individual to individual. While regional accents are most common, they also have a basis in the soul; these 'inborn' accents may be much different than the accent most common in their region, or they may be very similar. Inborn accents are thought of being remnants of a past life imprinted upon the spirit, but this has not been proven.

Accents trend towards the location commonality but sometimes the inborn accent is stronger and holds out, even though long years spent among others speaking the regional dialect. Sometimes, these inborn accents are seen as omens by various places; some good, some bad. Most often, however, no mind is paid to them - the lives of one with an inborn accent is not affected at all.

Inborn accents exist in the spirit, and often remain largely the same from birth until death. They are formed when the infant has not yet been birthed or hatched, generated when the soul joins the body in development. Regional accents begin in childhood, overtaking either a weak inborn accent or settling into the niche where there is none. These location-based accents are instilled and solidified when a child, cub, hatchling, etc is learning language, and can be altered in this stage by moving to an area with other local accents.

Learning a new accent is possible, but difficult, especially at older ages. Performers, such as bards or actors, and spies often practice for months to years at a time to develop and maintain new accents, but their original accent - especially if inborn - may still resurface in times of stress or great emotion.

Regional accents are sorted by Realm, and are found on each Realm's splash page.


Here is a comprehensive list and guide to our various custom languages. These are generally set to a specific species or world, some separated by region within a Realm. This list is constantly being updated, and will always be open for new additions. To add something, please post in this topic. But be sure that you follow the general style of the language!

Some languages have runic languages attached to them; some hold power in them, others are simple markings. If a language doesn't have runes, it's commonly held that they are written as using Common lettering.

Language of the Demons

Realms: Kurai. Rarity: common in Kurai; rare elsewhere.

A fast-paced, somewhat guttural language created entirely from the Realm of Kurai. Often called the Devil's Language, it's rarely spoken out from under the demons' red moon.


Putting an apostrophe (') on the end of any word makes it a plural form of that word, unless a plural form already exists.

known words

tuthan: alpha (male term)
tutha: alpha (female term)
kido: anger
doje: apprentice
tankuu: attack
nhan: to attack/to assault/to make war
chi: blood
ketsueki: blood of life/lifesblood
kami: boss
qon: bronze
hien'ko: change
seifuku suru: to conquer and control
seifu: conquer
suru: control
suruul: controlling
kotarasi: cutlass/sword
yha'mi: darkness
tey'chet: deathhand (specific to Death's hellwolves)
ryo: decree/command
abr'nil: dragon
jaehya: elder
shinko: faith
khiba: fang
kyofu: fear
kechin: fierce warrior
seisho: first
fuuri: flank/side
shinja: follower
zensen: front rank (of an army)
zeishin: ghost
jin: gold
kirai: hate
hoku: hawk
isha: heal
iishi: healer
shin: hope
nein: human
kariu: hunter
ke: I
jakiru: jackal
ridann: king
namari: lead/to lead
ridnam: leader
hikari: light
shokku: lightning
raion: lion
ai: love
majii: mage
meiji: magic
ko'en: maiden
kii'en: mine
mun: moon
kii: my
niban: next
no: of
chitsujo: order
ichin: prestige
khumyr: pride
zaishi: priest
aji: pup
ajili: puppy/young hellwolf
rida: queen
gekido: rage
gnosha: rise
mhijyn: ritualist
mhiju: ritual
kuu: run
kuikku: runner
sunaa: sand
buron: second/number two
senchineru: sentinel
tynki: shade
kage: shadow
irshudu: shield
mii: shrine
miko: shrine maiden, shortened version of miiko'en
yen: silver
sheizi: spirit
hei: soldier
tahm'shi: soul
n'gua: stomp/crush/to put one's foot down
ōra: stone
hataran: to strategise
hatari: strategist
hatann: strategy
rashi: strike/hit
shinka: sunlight
kyo'fikk: surrender
xel'ua: to train
hen'kkan: transform
yashi: tree
hiyasin: trees/forest
shinrai: trust
shin'rae: trusting
kyn: ward
ky'enn: warden
shiro: white
kensh: wolf (demonic)
kenca: wolf (normal or Vystrian)
zann: wolf (pack member)
kenshi: wolves (demonic)
kencai: wolves (normal or Vystrian)
anakta: your
anakk: you
ana'ki: you're
Demonic runes often hold dark power, but only when carved into something, or written in blood; otherwise, they are quite powerless. Often found on Kurai-made weaponry, and are always written in a vertical format.


Language of the Dragons

Realms: Felnova, Evylon, Millirand. Rarity: rare.

Closest to he sacred kv'naer runes, Draconic is a nearly-lost language once taught only to the royals of Vystriana and their closest kin. It has regained use in the past several hundred years, and is now spoken widely in Vystriana, Driakkion, and by the dragons of Millirand. Each word holds ineffable power, though such power is rarely tapped, and only by those who know how to use it through power-bound spoken spells and runes.


anein: a phrase meaning "I am yours", originally a'yei-nein, but shortened over time

known words

fyr'krae: ashes/embers
'a: and
arra'n'ayddn: armageddon
sikor: begone
begela: belong
valyn: bravery/fearless/without fear
k'nova: body
'n: by
khae: chaos
ion: core/ore/center
mor: corrupt
curai: darkness
dhath: death
estal: despair
driakk: dragon
trae'vinn: essence
fae'n: faith
fae'niel: faithful
skjor: fang
reesah: feather
fyraen: fire/heat
noktu: flight
v'll: from
styra: frost
styraceyn: frozen/chilled/cold
ukes: full
ayddn: god
scy: grace
bal: growth/mature
nilth: have
muth: hope
'yei: I
i'zyk: ice/snow
'rel: in
'k: is
ly'fe: life
la'e: luck
noa: lost
khayd: madness
zaecyn: majesty
a'yein/a'yeina: my/mine
lunari: moon
lunaris: moonlight
strumvah: mountain/peak/summit
mhunei: nameless (alternate; scoffing)
rozuyo: nameless (alternate; sympathetic)
f'neil: oath
lear: peace
gurthril: pride/vanity
naga: serpent
curu: shadow/dark
dae: skill/ability
sei: sky
aydaa: soul
s'vae: storm
lith: stuck
solari: sun
solarius: sunlight
morra: taint/tainted (morraen is 'contamination'; add the 'en')
kitool: taken
'i: the
'il: this
tem'raer: time
'oal: to
yen': touch
yen'n: touched
'y: us
te'rsa: war
fae: wild
nova: world/realm
mhunei: with no name (alternative to 'rozuyo')
'yael: you
Runes that are the closest of any language to kv'naer, and hold a significant amount of unbound power. While these runes cannot often be refined into specific spells as kv'naer runes can, they are often carved into places as wards or guarding runes, and siphon small amounts of reiatsu from whatever they're carved within.


Language of the Drow

Realms: Felnova, Evylon; abroad. Rarity: common.

The language of the dark elves came from the elven tongue, and is very heavily influenced by it, though somewhat harsher to the ear. Many words hold a dark power, and they're able to utilize a special kind of magic - that of Leanfir, the elemental creation of the drow. These words can act as a catalyst for Leanfir, spoken syllables manifesting the spell.


Leanfir: word used to describe elemental magic; lit. Elemental Blessing

known words

w'lcri: accept
tr'nnola: alight/light/shine on
troae: alike
tre: all
n': and
tu: as
forwe: before
brii: bind/chain/trap
leanfe: bless/blessing
waen: blood
bria: bound
nur: bone
ue: by
ranoa: cripple/break
dae: death
balla: earth
fir'ta: element
t'auu: heal
ta'uuin: healing
scy: high
bri: hold
un: I
uus: in
uuen: into
lioa: may
fethir: night
ramoth: nightmare
outh': oath
lu: of
syndr': our
nuil: over
nian: path/road
t'zrio: ranks/ranking
vlayloff: rejoice/have joy/PARTAY
tri'nak: shadow/shadows/darkness
naoken: silk
purnael: skies
kalla: splint/press (generally by an earthly means; vines, branches, etc [root is 'balla', meaning earth])
lo: so
taluin: standing
alu: star/stars
nialu: start/begin
anurai: still
thaur: terror
thaurynn: terrible
'yan: that
y': the
en: to
syn: us
rha'hea: walker
rha'he: walk
sydu: we
va: why
vrii: wire
usta: you

Language of the Dwarves

Realms: Millirand, Evylon; abroad. Rarity: common.

The language of the dwarves is an archaic tongue constructed without outside influence, and thus cannot be compared to other existing language. Often, dwarves will mix in bits and pieces of their native tongue while speaking Common, and several words have multiple meanings.


no khazd k'pauth.: a phrase that means 'good caverns'; literally 'no harm caves'. it is a kind farewell
ysanm: a sound of exclamation

known words

bahnzud: beneath/lower
ysmir: bless/blessed
haftuten: bond/bonded (non-romantic)
alikhort: brother/brotherhood/male companion (non-romantic)
k'pauth: cave/cavern/underground
duomgrim: dark/darkness/black
stre'kida: family/familial bond (blood)
stre'konn: family/familial bond/pairbond (romantic)
kywe: gold
khazd: harm/hurt/pain
dyr'kor: labor/job
tilandic: magic/mage/magical/enchanted
murali: make/making/maker
litallore: metal/steel/iron
no: no
duom: onyx
star'stu: pulling/pull; term for moving something with force
vekytten: protect/general term for keeping from harm
jorinna: provider/provide
magitan: spirit/soul/spiritual
alikhza: sister/sisterhood/female companion (non-romantic)
verli'gur: wall
arbekkor: work/worker
kywezn: yellow/gold/golden

Language of the Elves

Realms: abroad. Rarity: very common.

The elven language was the second language to ever be spun from kv'naer runes. Though not the closest, this rendition has become the primary language of Evylon, and can be found in any Realm there are elves. It is a very smooth and flowing language, gracefully and softly spoken.


No specific instances known.

known words

lu: a
othuakalinia: amusement
othuaa: amuse
othukalia: amusing
a': and
kulun: animal
azu: are
uss: as
unn: at
ze: be
kuun: beast
kiir: blade/sword
le: by
ca'rir: celestial
rak: claw/talon
v'na: (honorific) dear one
myavii: deer
mel'ama: delicate
kai: die/to die
o'l: do
o'lan: don't
vuthum: elk
pirlae: face
leith: free/freedom
ne'lei: fly
n'leit: flying
yavelu: forever
v'lae: friend
aurum: gold
eles: grow
traiyl: guide/guided
hol'il: hail
khn: has
ken: have
ele: hold/grasp
elvya: home
elevayn: homeland
nathuaza: however
unna: I
'yu: if
'yn: in
un: is
n'uu: it
n'uusin: it is/it's
sina: its
trentha: leaf
ryf: life
zae: like
mel'au: little/small
zilnhi: many
kithan: maybe
drana: memories
lue: moon
sil'na: name
ba: never
athenus: nobility/king
arthas: noble
an: not/no
'ann: now
'o: of
yiiw: one
n'aau: other
n'aautu: others
ne'c'est: part/parting
quil: peace
quailn: play
arthaen: proud
verya: quick/fast
mal: red
sele: rest/sleep
eddra: seeks
kal: she
argent: silver
tr'nertha: small blossom/small flower
fae': spirit/soul
vualin: some
vualili: something
vualininn: somewhat
roenu: strong
veryl: swift/swiftly
vutha: swift/speed
elen/elena: star/stars
stroe: stone
y'thaen: their
tri'a: these
ysslie: they
trie: this
'te: the
trai: those
eddin: thought
ca: to
zee: up
uardi: watch/watching/spy/spying ("uardi'te" means 'The Guard', referring to Heartwoodian elite rangers who patrol the forest borders)
yenna: well
id: who
en'na: wing
nuaa: you
nuur: your (often spoken quickly, r may be left off; can sound like 'nuu')
nu'r: you're
Elven runes aren't known to hold any power; however, it is a decorative written script that is often used for inscriptions, formal letters, and many other things. Most elves and elvenkin take great pride in their handwriting; sloppy runework is looked down on by all.


Language of the Halgians

Realms: Evylon. Rarity: common in Halgia; very rare elsewhere.

A beautiful and archaic language crafted by the people of the Halgian Empire. It is believed to have been given to the people of Halgia by the Original Gods themselves, before they vanished from Evylon and disappeared entirely.


No specific instances known.

known words

glorria: beautiful
glorri: beauty
pel: bowl
clarius: clear
aquilae: eagle
oculus: eye
illustris: glorious
illus: glory
aurim: gold
altum: high/tall
tortem: monument
montim: mountain
argen: silver
lapis: stone
arx: stronghold
sol: sun
turris: towered
turri: tower
turrii: towers
adamar: unyielding
lumenn: white

Language of the Xeriin

Realms: Xaeri. Rarity: common in Xaeri; rare elsewhere.

Language influenced by animals and the earth. Originated completely in Xaeri, though holds some brief touch of old kv'naer. Spoken almost completely by the xeriin, this language has also been adapted by others in that world, and is often considered the Language of Xaeri.


No specific instances known.

known words

no: a
yalei: blessing
c'rai: child
dn'aeikyn: demonkin
dn'aei: demon
aldaiir: eagle
erein: freedom
ra'ein: fly
ra'iie: flying
y: in
li: I
maes: give
faelin: grace
kyn: kin
la: may
l'os: my
thaes: know
thaesi: knowing
on: of
ono: of the
naerex: sky
liika: she
se'ath: spirit
ta: so
fa: sun
falen: sun-touched
lu: moon
laes: that
se: to
le'n: touch
len: touched
k'rei: you
mei: with

Language of the Lyzards

Realms: Lizzarkyth. Rarity: common in Lizzarkyth; very rare elsewhere.

The lyzard language is one of the most unique. Created entirely away from the kv'naer, it originated in Lizzarkyth as a way to communicate between one another in the secretive halls of the Lyzardly priesthood. Often, words are accentuated with a short click of the tongue or hiss.


Adding 'h' to the end of a word makes it past tense (kurita, kuritah), 'r' makes it plural (iunt, iuntr) and 't' is the equivalent of 'er' (quna, qunat).

salendre: polite greeting
meraiz: title of respect

known words

ga'i: big
yizh: blend
talos: bless
talosh: blessed
scaa'ik: brother
bru'ahn: brute
blup: frog
vuye: change
erurost: center
kurita: curse/evil spell
kuritah: cursed
gotajk: dark
drii'avk: divine
nizlham: exile
nizlhamr: exiles
zaheif: force
yu: her
ju: him
ti: I
kaza'in: king
kaza'inr: kings
naktuk: life
li'i: little
eqotis: help/assistance
ser: make
zalk: middle
mu'aak: moon
u: of
iunt: other
r'naru: pairbond/mate
oyoui: please
renuro: require/need
sci'raa: sister
crel: snake
quna: strong
yosa: sun
ka: to
hyaki: touch
hyakih: touched
yu: try/attempt
suzakr'n: wander
suzakr'n'tr: wanderers
re'r: your

Language of the Thieves

Realms: abroad. Rarity: common.

Also known as the Tongue of Thieves and the Elusive Code. Phasma comes from the accumulation of various codes and jargon - invented by the Ruby Faction and more recently adopted and used by criminals of various types - that existed in different Realms throughout history. This attempt to create a uniform language was done to to build a solid foundation that all criminals can understand, as the previous codes were either forgotten or the meanings fluctuated over time. This is the most modern rendition of Phasma as it is known today.


Phasma comes in three distinct applications:
1. Talk about criminal activities in broad daylight without being caught (the people who can understand Phasma are criminals themselves, so there's little to no risk).
2. Write down glyphs to show fellow Phasma speakers important information (for instance, a glyph can be used to indicate that the house is well guarded or lacks any valuables).

3. Use sign language, either by itself or when speaking, to communicate about criminal activity without using words. When speaking, a random passerby would believe the sign language was only hand gestures.

Sign; quick movement up with the right hand, then pointing down: means that trouble is very near
Sign; three circles with a fisted hand: means move forward/spread out/go on depending on the circumstance
Sign; back of hand slides down arm, then jerks out and points: means escape/scatter depending on the circumstance

Glyph; four interlocking circles: safe place to store loot
Glyph; one triangle with three slashes through it: extreme danger
Glyph; two triangles next to each other with a broad line beneath: hideout/safehouse

known words

sour wine: deal/job has gone downhill/ended badly
alehouse: jail/prison/dungeon
drunk: jailed/imprisoned
livestock: jewellery
toffer: lowlife/any expletive to describe another
neighbor: target

Language of Ristell

Realms: Ristell. Rarity: common in Ristell; rare elsewhere.

The language of Signis is one crafted by the sphinx and sol'tera of Ristell to be the Gods' Language in that Realm; it is most commonly used Aboveground in Arcadia, but has been found elsewhere across Ristell as well. Greetings and phrases are common, and each word has a symbol that represents that word, as its written form is done in all hieroglyphs. Letters do not exist; these are how the common folk translate Signis into Common.


Unique to this language, shorter prepositions and verbs are often represented in Common-written Signis by different, commonly-used symbols, such as dashes or apostrophes. Thus, in written Signis they do not exist, and may not be present in any hieroglyphs. Usually, spoken with a particular click of the tongue or other such sound.

sol'tera: people of sunlight (standing man under ray of sun)
iahake: moon-blessed (glowing moon and star on left side)

-: a (short whistle)
*: and (tongue-click against front teeth)
`: at (click of teeth)
~: by (high whistle)
': of (double click of tongue)
/: the (normal click of tongue)
^: are (click of tongue against back of mouth)

known words

ake: blessed/to bless (one star with halo of light)
solo: down (pillar on it's side)
apep: dragon (rearing winged dragon)
khet: fire (a primitive oven)
azcen: god (fire lion)
hapi: good (rain on a standing figure)
khmet: holy (three stars)
nekh: I, me (man with arms stretched upwards)
khmenat: know (eye with a star inside)
ji: mad/angry/anger (crossed swords)
jinun: madness (burning skull)
khum: make (pottery wheel)
iah: moon (white moon)
nu: nothing (empty pot)
sol: people (standing man)
hap: rain (zigzag water line with raindrops falling from above)
iret: see, watch (open eye)
rawy: speak, say (mouth with lines pointing down from bottom lip)
ter: sun (blazing sun with long rays)
tera: sunlight (ray from sun)
djat: support, structure, stability (a pillar)
tah: up (sun and moon)
nan: we, us (two men with arms stretched upwards)
ten: you (man with arms pointing down and out)

Language of the Nzani

Realms: Ristell. Rarity: uncommon in Ristell; very rare elsewhere.

Also known as Zaegrim'a Tson. The Tson is the language of the nzani, a race of people located in northern Ristell, and the native language of the country of Zaegrim'a Oqh. It is a language that's known to be fairly difficult to learn for non-native speakers, and - like Signis, Ristell's home language - has no magical qualities attached to its words.


Tson words have somewhat specific grammatical rules, some of which will be listed here. All words will have pronunciation attached, due to their unique nature.

sound of ui: both syllables pronounced; sounds like 'ooee'
sound of z: when in the middle of a word, pronounced like 'tss'; otherwise 'zzz'
'a: preposition signifying belonging
a: on the end of a noun, signifies use of the noun for specific adjectives or actions

known words

nzani: child/children (neh-tsahn-nee)
kruso: crusade (kroo-soh)
chela: daughter (chee-lah)
rzit'ala'ir: defending wall (reh-tseet-ah-lah-eer)
ala'ir: defense (ah-lah-eer)
Zaegrim: deity (Zah-greem)
impre: empire (eem-preeh)
fir: foe (f-ee-r)
sla'fira: foe killer. (slah-feer-ah)
fela: girl (fee-lah)
ha: he (hah)
hchme: human (he-che-mee)
e': I (eeh)
i': it (ih)
sla: kill/slay (slah)
sla'oqh: killer spirit (slah-ochk)
m: my (mmm)
njo': not to be/am not/are not/is not (neh-joo)
'a: of (ah)
fa: she (fah)
oqh: spirit (ochk)
oi: they (ooh-ee)
nje': to be/am/are/is (neh-jee)
zyn: very (zeen)
rzit: wall (reh-tseet)
ui: you (yoo-ee)

Common Curses

In each Realm, there are curses and oaths that many of the citizenry have invented over the years, many pertaining to the gods and their various charges. Normal profanity is also common, though not nearly as much as these.


  • by the gods
  • gods
  • by the great gods


  • Daama's light
  • Daama's wings
  • by Daama
  • by the Light
  • Light shun you/it
  • fire take you/it
  • What in Daama's shadow


  • by the Five
  • Five damn you/it
  • Scylla's mane
  • Time's beard
  • Leartes' eyes
  • broken fangs and shattered scales


  • by the Four
  • Four damn
  • (god name) strike you/it
  • (god name) curse you/it


  • tree's death
  • wilted flowers and dry grass
  • scalerot
  • fallen leaves


  • by the Ten
  • Ten damn you/it
  • Gaz'in's beard
  • Fenrir's strength
  • dragons take you/it


  • Sky/Sea damn you/it
  • Albion devour you/it
  • Seiten blast you/it


  • by the skywhale
  • by the (god species; Lion, Rabbit, Whale, etc)
  • desert damn you/it
  • by the Eyes of the Pharaoh
  • sand take you/it
  • by the Great Sands


  • by the Three
  • Three damn you/it
  • Three's wonders

Names and Surnames

Average Naming Tendencies

Many different countries in our Realms tend towards certain practices in naming - though these are by no means restricting to certain species being named within a few parameters, it is to be used as a suggestion for played characters, as well as a guide to name NPCs, side characters, and parents/siblings/other relatives for your own characters.

Realm of Evylon, Halgia

The Halgian Empire generally names its children similarly to those of the ancient Roman and Greek peoples of Old Earthrealm, as well as the ancient Earthian language of Latin. Common naming tendencies include ending names with 'us', 'ion' or 'na', along with longer names and the usage of dashes.

Examples of names may include:

Realm of Kurai, all Kingdoms

The Kingdoms of Kurai generally names its children similarly to those of the ancient Japanese people of Old Earthrealm, as well as similarly to other Earthian Asian dialects. Common naming tendencies include using short, brief syllables and flowing, multi-part names. Most have specific meanings behind them, though this trend has faded over the years.

Examples of names may include:

Realm of Ristell, Aboveground

The Aboveground of Ristell generally names its children similarly to those of the ancient Egyptian people of Old Earthrealm. Common naming tendencies include sharp, unusual combinations of syllables, and endings that may include 'tep', 'hut', and 'hk'.

Examples of names may include:


Surnames in BTACD's lore are unique, title-like last names given to individuals for deeds done by gods, Ethers, Sages, or god Wards. The deed must have gained the attention of any being falling into those categories, whether good or evil, who will approach and grant the name later on. These names are often two-part, formed of combined words, such as Redscale or Darksword, but can also be of other languages, singular words, or completely made-up.

family names

Some surnames may be passed down through family lines from an individual who has earned it far in the past. For example, an elf who has earned the surname Argentquil may pass it to their children, and then grandchildren, and so on; but keep in mind that any family surnames must have a reason for their initial earning! Other characters may comment on the surname, and inquire as to its origin. Remember to come up with a tale about how the family name came about.

dragon royal surnames

The royal line of dragons, including Verridith and her kin, have a unique way of surname inheritance not shared by any other race or faction. The offspring of two dragons with royal blood take on parts of their parents' surnames, decided by the mother at fledging. They may earn different names later on, but the original surname is always included.

An example would be Verridith Skystriker x Narath Thundersight = Nagase Skysight; if she were to earn the name 'Lightweaver', for example, her name would be Nagase Lightweaver Skysight.

demon surnames

Higher-class demons and demonkin who have not earned a surname are often called by a Kingdom-specific surname; and their gender. For those that are genderfluid, 'child' or 'ward' may be added after the Kingdom name. Such examples include, but are not limited to, Deathsdaughter, Faminesson, Warschild, and so on.