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:
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.
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.
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.
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
- 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
- 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
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
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/grammarPutting an apostrophe (') on the end of any word makes it a plural form of that word, unless a plural form already exists.
known wordstuthan: alpha (male term)
tutha: alpha (female term)
nhan: to attack/to assault/to make war
ketsueki: blood of life/lifesblood
seifuku suru: to conquer and control
tey'chet: deathhand (specific to Death's hellwolves)
kechin: fierce warrior
zensen: front rank (of an army)
namari: lead/to lead
ajili: puppy/young hellwolf
buron: second/number two
n'gua: stomp/crush/to put one's foot down
hataran: to strategise
xel'ua: to train
kensh: wolf (demonic)
kenca: wolf (normal or Vystrian)
zann: wolf (pack member)
kenshi: wolves (demonic)
kencai: wolves (normal or Vystrian)
Language of the Dragons
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/grammaranein: a phrase meaning "I am yours", originally a'yei-nein, but shortened over time
known wordsfyr'krae: ashes/embers
valyn: bravery/fearless/without fear
mhunei: nameless (alternate; scoffing)
rozuyo: nameless (alternate; sympathetic)
morra: taint/tainted (morraen is 'contamination'; add the 'en')
mhunei: with no name (alternative to 'rozuyo')
Language of the Drow
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/grammarLeanfir: word used to describe elemental magic; lit. Elemental Blessing
known wordsw'lcri: accept
tr'nnola: alight/light/shine on
vlayloff: rejoice/have joy
kalla: splint/press (generally by an earthly means; vines, branches, etc [root is 'balla', meaning earth])
Language of the Dwarves
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/grammarno khazd k'pauth.: a phrase that means 'good caverns'; literally 'no harm caves'. it is a kind farewell
ysanm: a sound of exclamation
known wordsbahnzud: beneath/lower
haftuten: bond/bonded (non-romantic)
alikhort: brother/brotherhood/male companion (non-romantic)
stre'kida: family/familial bond (blood)
stre'konn: family/familial bond/pairbond (romantic)
star'stu: pulling/pull; term for moving something with force
vekytten: protect/general term for keeping from harm
alikhza: sister/sisterhood/female companion (non-romantic)
Language of the Elves
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/grammarNo specific instances known.
known wordslu: a
v'na: (honorific) dear one
kai: die/to die
tr'nertha: small blossom/small flower
uardi: watch/watching/spy/spying ("uardi'te" means 'The Guard', referring to Heartwoodian elite rangers who patrol the forest borders)
nuur: your (often spoken quickly, r may be left off; can sound like 'nuu')
Language of the Halgians
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/grammarNo specific instances known.
known wordsglorria: beautiful
Language of the Xeriin
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/grammarNo specific instances known.
known wordsno: a
ono: of the
Language of the Lyzards
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/grammarAdding '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 wordsvuye: change
kurita: curse/evil spell
Language of Ristell
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/grammarUnique 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 wordsake: 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
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/grammarTson 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 wordsnzani: 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)
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.
Kv'naer RunesBefore 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.
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.