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 KingdomsThe 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, AbovegroundThe 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:
SurnamesBTACD has a special way to create surnames for characters: a selected 'giver' - an Ether, god, or, when the original giver (Kazule) was killed, Time's servant (Fate) - would take a character who has done something noble/honorable/etc and give them a last name - usually two part, but it can also be a name in another language, or if the giver wishes, something that merely fits the character. Characters are thus born without a surname, and must earn it later in life. Surnames may also be given by a dark deity if s/he deems one fit.
The Royal Line of dragons, including Verridith and her kin, are the only exceptions. The offspring of two dragons with Royal blood take on parts of their parents' surnames, decided by the mother usually at fledging. They may earn different names later on, but the original name would always be included. 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.
All surnames will have to be explained in a character's history how they were earned or given. In some human, demon, and elven cultures, family names may be used BUT the original family name will have had to be given, then passed down from parent to child. As always, they will have the option of earning a new name. Unofficial names taken by the character would be generally frowned upon in many of the Realms' societies.
Examples:-two-part;; 'Exodus Moonclaw'
-different language;; 'Caele Agarwath*'
-other;; 'Shyun L'shkhet**'
* means 'bloodshadow' in elven
** is also a family name
Common CursesIn 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
- 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
- Daama's light
- Daama's wings
- by Daama
- by the Light
- Light shun you/it
- fire take you/it
- What in Daama's shadow
- 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
- by the Three
- Three damn you/it
- Three's wonders
- 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
- Sky/Sea damn you/it
- Albion devour you/it
- Seiten blast you/it
LanguagesBTACD has evolved, over time, its own languages and dialects. 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 below. But be sure that you follow the general style of the language!
Elven:The language of the elves 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 sub-languages in Vystriana, Millirand and Ristell. It is a very smooth and flowing language, gracefully and softly spoken.
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')
Drowish:The language of the dark elves came from Elvish, and is very heavily influenced, 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.
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])
HalgianA 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.
LyzzarthianThe 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.
kurita: curse/evil spell
salendre: polite greeting
meraiz: title of respect
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)
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)
Lai'sen (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.
ono: of the
Demonic:A fast-paced, somewhat guttural language created entirely from the Realm of Kurai. Often called the Devil's Language or the Words of Hell, though rarely is it spoken out from under the demons' red moon.
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)
Draconic:Closest to he sacred kv'naer runes, Draconic is a nearly-lost language taught only to the royals of Vystriana and their closest kin. Each word holds ineffable power, though such power is rarely tapped, and only by those who know how to use it.
In the country of Driakkion located in the Realm of Evylon, a similar dialect called Drakonic is heard, and though the words are seemingly the same, they are pronounced very differently, and the speakers of this dialect are looked down upon those who study true Draconic.
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')
anein: a word meaning "I am yours", originally a'yei-nein, but shortened over time.
Kv'naer Letter-Words: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.
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.
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, 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.