Languages, Common Curses, Names, and Surnames

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.


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:
Atticus
Tulius
Septima
Prisca
Octavius

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:
Sakura
Haru
Akito
Natsuki
Chohiro

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:
Wadjet
Serehk
Kehpri
Nuht
Hotep

Surnames

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.


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.

General

  • by the gods
  • gods
  • by the great gods

Evylon

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

Felnova

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

Kurai

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

Lizzarkyth

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

Millirand

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

Noctis

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

Ristell

  • 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

Xaeri

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

Languages

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.

phrases/grammar

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
khiba: fang
kyofu: fear
kechin: fierce warrior
seisho: first
fuuri: flank/side
zensen: front rank (of an army)
zeishin: ghost
jin: gold
kirai: hate
isha: heal
iishi: healer
shin: hope
nein: human
kariu: hunter
ke: I
jakiru: jackal
ridann: king
namari: lead/to lead
hikari: light
shokku: lightning
ai: love
majii: mage
meiji: magic
kii'en: mine
mun: moon
kii: my
niban: next
no: of
ichin: prestige
aji: pup
ajili: puppy/young hellwolf
rida: queen
gekido: rage
gnosha: rise
kuu: run
kuikku: runner
sunaa: sand
buron: second/number two
senchineru: sentinel
tynki: shade
kage: shadow
irshudu: shield
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
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.


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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.

phrases/grammar

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.


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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.

phrases/grammar

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.

phrases/grammar

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.

phrases/grammar

No specific instances known.

known words

lu: a
a': and
unn: at
ze: be
kiir: blade/sword
le: by
ca'rir: celestial
rak: claw/talon
v'na: (honorific) dear one
kai: die/to die
pirlae: face
leith: free/freedom
ne'lei: fly
n'leit: flying
yavelu: forever
v'lae: friend
aurum: gold
traiyl: guide/guided
hol'il: hail
khn: has
ken: have
ele: hold/grasp
unna: I
'yu: if
'yn: in
un: is
n'uu: it
ryf: life
mel'au: little/small
drana: memories
lue: moon
sil'na: name
ba: never
athenus: nobility/king
arthas: noble
an: not/no
'ann: now
'o: of
yiiw: one
ne'c'est: part/parting
quil: peace
verya: quick/fast
veryl: swift/swiftly
mal: red
sele: rest/sleep
eddra: seeks
kal: she
argent: silver
tr'nertha: small blossom/small flower
fae': spirit/soul
vutha: swift/speed
elen/elena: star/stars
stroe: stone
trie: this
'te: the
ca: to
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.


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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.

phrases/grammar

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.

phrases/grammar

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.

phrases/grammar

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

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


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.

phrases/grammar

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.

phrases/grammar

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)

Kv'naer

The language of the Deep Magic is one known by very few in its complete entirety; those in the class of a sorcerer or more powerful may know more than most. However, fewer still may speak it fluently, and ever fewer have the ability to harness its power for their use.

Created by the gods long ago, and spoken by them as they created, the power of Kv'naer as a spoken language has the ability to alter reality through meaning and thought. It draws directly upon the power of the worlds, as well as the knowledge and meaning of the one who speaks, as well as their own energy reserves for power. Each word has a double meaning - the basic meaning of the word (such as an object, place, or subject), as well as the intent behind the speaking of the word.

This makes incredibly powerful combinations. As Kv'naer is the language reality was built upon, used by the gods in all of their creations, it has a massive influence over all that it affects - the intent behind each word can vary incredibly, as can the bending of that intent over every spoke word. For example, the word 'dragon' - often spoken as 'dheroz' - can simply mean a single dragon, the entire species, a family, a subspecies, etc. The word 'bind' - often spoken as 'baelhest' - can mean a variety of things, from acute paralysis of a limb or the body, to the sealing of a power or ability, or even the restriction of an emotion or bodily reaction. Intent, and knowledge, in Kv'naer is everything.

As a spoken language, Kv'naer is unbound by solid words or phrases - variations of words exist in a plethora of possibilities, and each one is subtly different. The knowledge of how these phrases and words work, and the ability to choose which variant to use with what intent, makes the magic user utilizing these words as powerful as the knowledge they hold. The speed of which these words are spoken is also a factor, as the swifter upon which Kv'naer spells can be woven, the less of a chance they have to be countered.

Countering a Kv'naer spell takes a spell of equal, or more, power and knowledge, as well as the correct intent behind the words to make them work.

Perhaps the most powerful of the Kv'naer's usage is that of a name; if one knows the full name of another, and can speak each letter of that name, with power and intent behind it, they are given access to complete control over the subject for a very brief amount of time. However, to those of less power, this is a suicidal action - once the intent to control is realized, the spell must be finished, or the power used in the broken true name will suck the spirit and lifeforce of its speaker dry, destroying them for all eternity.

These are the full names of each letter of kv'naer runes. Each, when spoken, holds power hard to utilize. Most spells carved, written or painted with runes may have their power doubled by speaking each letter as it's laid down.

arrae: a
baelon: b
ceuru: c
dhest: d
erosyu: e
faenn: f
gorgo: g
hyan: h
iyae: i
jes'rn: j
kilka: k
lae'en: l
m'zae: m
naroz: n
ophel: o
prigur: p
quelthas: q
rinova: r
shicur: s
tem'rae: t
uya: u
verrna: v
wystra: w
xeno: x
yashr: y
zafr: z

Kv'naer Runes

Before the language of 'common' existed, before drow, elven and draconic found spoken tongue, there was a deeper language that every living creature uttered; one that was bound to the roots of magic, recorded forever in the use of these runes. Though the three languages most use today - the two elven dialects, and the ancient words of the dragons - have slight variations on the original runes, all were based around thus, and these have true magical ability.

Known as the kv'naier runes, these were first used in the very early days of Millirand, dragons scratching crude letters in the stone around them and weaving spells of power into these marks. Over time, these were refined, taken by the elves and painted or inked onto paper, and woven into the fabric of space and time itself by dragons.

Written words, names and sentences, if not written in one of the three branching letter-marks, are various combinations of two or three different letter runes. Such as the word 'death' is made up of the letter 'd', for death itself, and 'k', for the word kill. Other words are made similarly. Names are created made using all letters from the name itself, and can be shortened to three or four characters; usually the first, two middle and last letters.


A
B C D E
F G
H I J
K L M N O
P Q R S T
U V W X
Y
Z

These are the recorded words and their translations, written by the great Fate in the annals of time. More are being discovered all the time, and will be added accordingly.

Death Order Trust