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_Indy

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  1. I'll answer this one. Original sources from Warhammer Fantasy's Dawi culture, along with some original words made up when LotC was first kicking. Chaotikal put this dictionary together based on what was essentially oral history/understanding of the playerbase at the time and codefied it. This is the updated dictionary that the community is using now. More words, fleshed out examples of grammar and sentence structure. This expanded list is also sourced from Dawi, and takes inspiration from Old Norse/Germanic, as well as some of Tolkein's writings on his Dwarven race's language.
  2. But like really guys it is that simple. Grow tf up. Touch grass.
  3. Ferek takes a long draft out of his pipe after reading the "proclamation", crossing his legs and weaving his fingers together over his chest as he leaned back in his wicker chair. Exhaling, he mused to himself, "Ye' know... ah've seen 'tis storeh behfore, 'ell ah've said ahn done 'teh same 'ting 'tese lads're pipin' on ahbou'.... " The dwed would then look over to the tattered battle flag of Kaz'Ulrah that hung from his bedchamber wall, which he'd carried and kept for over a century. The flag lay tattered, singed, and stained with the blood of dwed and umri alike. Ferek vividly remembered the bloodletting, the sheer chaos of that age, and how in the end it was all for naught, for nothing was gained and near everything was lost... "Ah s'ppose 'istoreh does 'ahve ah way o' repea'n 'etself. Wha' ah shame."
  4. *Credit to Alastorus for the format, really love it* (Updating this purely for my own records, I shall update this as his story unfolds) ☷ General Information ☷ ☷ Full Name ☷ Rihzrog, "The Mute" ☷ Age ☷ Born: 2, Second Era Died: Someday ☷ Race ☷ Uruk ☷ Sex ☷ Male ☷ Kin ☷ None (That he knows of) ☷ Physical Information ☷ ☷ Weight ☷ 510 lbs ☷ Height ☷ 7', 4” ☷ Build ☷ Rihzrog is a towering uruk, with broad shoulders and stout legs, he is no stranger to physical strife ☷ Hair ☷ None, hair is bothersome, so he cuts it off whenever he notices it ☷ Eyes ☷ Red ☷ Skin Tone ☷ A mixing of light and dark green ☷ Facial Features – Structure ☷ Rihzrog's face is marked primarily by his missing left eye, seemingly clawed out. He is also missing an incisor. ☷ Clothing ☷ Rihzrog prefers to stay light, and as such avoids any and all clothing, exception being a loincloth (which also doubles as a towel for sleeping) ☷ Non-Physical Information ☷ ☷ Character Strengths – Positive Traits ☷ Angry -Rihzrog is angry... always. It sharpens his focus, and affords him some resistance to pain- Loyal -Rihzrog is unusually loyal to anyone who shows him they are worth following. The weak need not present themselves.- Inquisitive -Surviving on your own for decades in a hostile jungle takes a cautious, but inquisitive, mind. Rihzrog naturally finds himself seeking to understand that which he does not.- ☷ Character Weaknesses – Negative Traits ☷ Loyal -Of the few people Rihzrog has displayed loyalty to, all have died, Rihzrog nearly with them. His loyalty will one day place him in a situation he cannot escape.- Fear of Caves -Rihzrog will never willingly enter any orifice of the earth, as he hates spiders with a burning passion- ☷ Loves ☷ -Cookies- ☷ Likes ☷ -Travelling- -Drawing- -Eating- -Being Outdoors- -Fighting- -Breaking Stuff- ☷ Dislikes ☷ -The Weak of Will- -Spineless Idiots- -Caves- -Spiders- ☷ Hates ☷ -Pointy Ears- -Talking (Never learned to talk)- Personal History ☷ A Life of Strife ☷ All Rihzrog has ever known is suffering, violence, and anger. Abandoned when he was young, the Uruk has had to make his way through the world completely on his own. He survived in the jungles of Almaris at first by hunting birds and fish with his hands, before relieving some travellers of their tools, using those to procure yet more food from the wilds. After a decade of surviving on his own, he had a calamitous run in with a ferocious predator in the jungle, which he was able to kill at great cost. He lost his left eye, and the beast tore out one of his teeth... but Rihzrog had the last laugh. The young Uruk feasted on the fallen predator, using it's skin to make a crude, but effective loincloth (he had spent the entirety of his life up to that point nude). For several decades more, Rihzrog would harrass travelers along the Western Roads of Almaris, lifting grub and alcohol from those who failed to escape his traps. Few tried to negotiate with him, which would amount to nothing, considering he never learned to talk or read. He had not killed many upon the roads, but enough to garner the attention of several prominent locals, who put up a bounty on his head. After several botched attempts to capture him, Rihzrog knew that he was being hunted (and by predators far more organized and dangerous than he), so he packed what food he had laying about and hit the roads, seeking out a new hunting grounds to exploit.
  5. Ferek closed his journal slowly upon reading the proclamation from his cousin, the Grand King of Urguan. Upon reading the Kingdom's intentions to march on Southbridge, he hurriedly opened a worn yew chest, withdrawing an armful of papers covered in schematics vaguely resembling war engines fit for a siege. "Well, 'et's ah good 'ting ah kept 'tese designs frum' mah time 'en 'teh Attunland... 'teh umros'll beh sein' 'ter god soon enough, 'as 'fer sure" Armed with his designs, Ferek headed outside the walls of Rhewenholm to find a suitable source of lumber to construct the vast array of trebuchets and ballistae requisite of a siege.
  6. Hey folks, just a heads up: The Encyclopedia will be updating to what I'm calling "Version 3" on the 1 Year Anniversary of this post (DEC 19, 2021). V3 will have: Massive word expansion (1,000 words total) More grammar examples More special terms a Beta of my Dwed-English auto-translator The Beta will be a very close-to-the-chest kind of deal, so anyone with inquiries or seeking to help should head over to the Language Project channel, as described below. As always, anyone with word requests, suggestions, or comments should reach out to the Language Project in Urguan's official Discord, or PM me here on the forums.
  7. From within the halls of Rhewenholm, a vengeful howl is heard emanating from the dormitory of Ferek Frostbeard. The dwed thrashed about, axe in hand, his eyes blood-red in a berserk rage, a letter sitting upon his desk. Books and quills, furniture, even one of his potted flowers, all were cast about the room as if by a storm. With labored breathing, face contorted in sheer anger, the dwed would raise his axe above his head, pleading to his gods, "On mah honah' ahs ahn Azwyrtrumm, OGRADHAD! Grant meh 'teh knowledge o' mah friend's killahs! Ah swear, bah mah beard, 'E SHALL BEH AHVENGED!" The dwed would slam the axe back into his belt, his shadow dancing upon the night wall courtesy of the fire within his quarters.
  8. Ferek would lean back in his chair, his room in the bastion of Rhewenholm shimmering as snow blew through the windows. His journal lay sitting on his desk, the ink drying quickly in the dry, frigid air. "Damn 'et, ah was 'opin 'tat 'tis'un'd last ah few good battles, 'tis book was goin' 'tah be mah best one yet..." The dwed would stare out his window, watching the sunlight glint off the falling flakes of snow, wondering what the future might hold.
  9. In my opinion, most everyone who walks this Earth, unless they literally live under a secluded rock, carries some kind of baggage of varying magnitude, not to include actual medically defined mental conditions. Everyone processes their various trauma or chronic illnesses in different ways, this should serve to be equally true in roleplaying. I've personally never met someone who gets Rambo-esque Vietnam flashbacks and goes off the deep-end, but I've met plenty of people who react to varying degrees to both similar and different stimuli. I've seen vets dive for the ground on the 4th of July out of instinct from the boom of the fireworks. I've seen my mother nearly faint after witnessing a nasty car collision (she had been in a bad one when she was younger). I myself have my own intense reactions to specific stimuli reminiscent of some unsavory **** that happened to me some time ago. I suppose what I'm trying to get at is that mental illness, if we're to call it that, is fairly common, and thus shouldn't be taboo to be portrayed in an RP setting. Moreover, while it may seem insensitive to have a character RP a mental condition 'poorly', it could serve as an educational moment for anyone witnessing such a poor demonstration to explain why the character is portraying it wrong and constructively educate on the realities of the condition they are trying to emulate. I think the more that kind of behavior is normalized, the easier it will be to address (both IRP and OOC).
  10. Ferek sits in his office in Karosgrad, reading over the declaration. As he finishes, he looks back at the grand painting of the Battle of Jornheim Fields that hangs behind his chair. He chuckles slightly to himself, "Ah've seen 'tis storeh' behfore... ahn ah know 'ow 'et'll end" The dwed would then go back to writing his next book.
  11. Post has been updated, we recently passed 800 words, which is fantastic. Originally submitted with about 600 words, we're on track (hopefully) to surpass 1,000 by the 1st anniversary of this post. Anyone with word requests or suggestions should contact the team via the Dwarven-Language-Project channel in the official Urguan Discord, or DM me here on the forums.
  12. Ferek laughs heartily upon reading the missive, his outburst startling a few of the patrons sitting at the bar with him, "Ask yer' dead 'ef honor matters, 'ter silence should suffice an' anseh! 'Ell, ah 'tink 'tem orcos are pretteh' smart, 'tey 'it 'ter enemeh quick 'n clean!" The startled patrons would exchange looks of confusion as the dwed went back to chuckling, downing another pint of Grandaxe Ale.
  13. Ferek smiles to himself upon reading the Initiative, "Decentralized Command 'es 'teh mos' 'ffective means 'o fightin' 'en war. Give yer' junior off'cers 'teh agenceh' 'tah act independenleh', tell 'em wha' tah do, not 'ow 'tah do 'et, an' let 'em surprise ye' wit' 'ter results..." After briefly mumbling to himself about battlefield initiative, Ferek went back to shelving books at the library.
  14. Yep! That's by design, dwed has multiple words for saying the same thing, and sometimes one word to describe multiple concepts. It all depends on context and how those words are used within a sentence. edit: wait lol I see what you mean, my b. Managing all +750 words, theres bound to be a typo in there somewhere. Cheers.
  15. Ferek would heed the call of his Clan Father and enter the lands of Urguan, bucket in hand. His self imposed exile comes second only to righting this most terrible wrong, against such a worthy foe.
  16. *would tack a slip of paper to a raven, sending it back to Rhewen... ...I am Ferek, Son of Garrond, Son of Gorum, Son of Karl Orcsbane. I was born in the year 1506 of the First Age, and my brothers are Hamnil, Macklemore, and Throri, unless I am mistaken and my father was a more industrious dwarf than I have previously assumed, these are my only brothers. May this help you in your aim to document the lineage of our clan -Ferek Frostbeard
  17. A SUPPLEMENTAL STUDY OF THE HEAVENS -By Ferek Frostbeard- |Introduction| It was brought to my attention that, during the course of my Initial Study of the Heavens, that I did not know the specific dimensions and capabilities of the telescope within the observatory residing with the Northern Geographic Society building in Karosgrad, Haense. I brought it upon myself to utilize the extensive library of the NGS to mathematically determine the capabilities of our telescope. I have attached my written findings here, and will describe each element in tow with this report. Figure 1: Calculations and basic design |Lens| Arguably the most important aspect of the design, the calculation for the lens parameters was something of a multiple leveled puzzle. It is well known that light appears to 'bend' as it passes through a medium, in this case a highly polished derivative of sapphire. At almost 700mm in diameter, the objective lens (Lo, the one farthest from your observing eye) is a behemoth. Oppositely, the eyepiece (Le) is of a more appreciable size, but still expertly polished and shaped. The convex shape of the lenses is what creates their magnifying power, and matching the curvature of the lenses together to create a 'virtual image', as I'm told the term is, is a very specific and finely tuned process. The virtual image of our telescope is almost 250mm from the eyepiece, perhaps lending to why the body of the telescope is almost five meters long. |Body| The body of the telescope is made of sturdy pine, probably chosen to offset the considerable weight of the objective lens. The body of the telescope has been sealed on the exterior with a thick lacquer, the interior lined with a thin layer of tar to prevent any exterior light from entering the focal chamber. The telescope itself has a control device near the eyepiece that is not pictured in my diagram above, which is used to control the pitch and yaw of the telescope. While the control unit could use some more fine tuning from a good tinkerer, it serves it's purpose admirably for my studies within the observatory. |Dimensions| The dimensions of the telescope are as follows: Length: 5 meters Diameter of Objective Lens: ~670 mm Depth of Objective Lens: 50 mm Diameter of Eyepiece: 35 mm Depth of Eyepiece: 5 mm Magnification Power of Telescope: 19 times magnification Focal Length of Eyepiece: 250 mm Focal Length of Objective Lens: 4750 mm |Conclusion| I have spent the greater part of our ninth year in this Second Age dedicated to understanding the processes behind this telescope, so that I might replicate more efficient versions of it in the future. I believe the science of optics has many applications for our continued forays into discovering the unknown. I also believe that the addition of magical substances and materials to the scientific process of optics can further enhance our capabilities, perhaps leading to discoveries of concepts we've never even considered. Anyone wishing to utilize the telescope for their own studies should contact the Northern Geographic Society with inquiries. Signed,
  18. An Initial Study of the Heavens - Preliminary Findings of the Observatory at the Northern Geographic Society Figure 1: Inside the observatory, the telescope in the center Astronomical observations made upon the ground are subject to many limitations, many of which are not within our individual powers to change or control. The position of the observer, based upon their latitude on the surface of the observing body, will determine what celestial bodies are visible to them, assuming that the observer is upon a spherical body. Moreover, our various flights over the preceding millennia have taken us between many different realms, whose position relative to others in the heavens may be vastly different than the realm we currently inhabit. By using the observatory at the NGS building in Karosgrad, shown above, I endeavored to discover some truths about the heavens above us, shining brightly in the night. Be that as it may, I seek only to chronicle what can be observed, not what might come to be. As such, with use of the observatory in the possession of the Northern Geographic Society, I present my star map of the heavens over Almaris. Figure 2: A composite portrait of the stars within the northern hemisphere [Click to enlarge, it's kinda big] This composite was made from six different images, concatenated into the image seen above. It took several nights of observation, both to record the position of the stars, but also to verify that their recording was accurate. While my time with the observatory has been brief, there are a number of discoveries I have made, which I shall detail below: 1) There are a number of stars that shine brighter in our sky than others, and I believe these to be of close proximity. These physical bodies should appear brighter than their fellow celestial brethren, purely because of their proximity to us. With the telescope in our observatory, I have managed to confirm that a few of these brighter ‘stars’ appear to actually be several physical bodies that float in the night sky. I have identified three such bodies that exhibit physical form that can be observed. Occasionally these bodies seem to have smaller, almost imperceptible flashes of light floating near them. I cannot state more on the matter, as the optical prowess of the telescope at the NGS observatory in Karosgrad requires some fine tuning before I can produce cleaner images of the celestial bodies. What I can state is that, by virtue of the magnification capable of the telescope, and of the brightness of the objects, that they are truly gargantuan in size, such that it is difficult to comprehend their full measure. 2) I believe the other stars that make up the night sky are, in fact, various versions of our own sun, except that they are distant beyond comprehension. In my observation, as described above, I was never able to distinguish a physical shape or presence in the telescope of the stars. If these objects do give off light, but do not appear to have a physical body, then they must be quite distant indeed. Moreover, in order for anything to be seen from a great distance, either it must be illuminated, or illuminate itself. In the case of the bodies that hang in our night sky, they are illuminated by our sun, as a ship might be illuminated by a lighthouse in a storm. In the same analogy, these other stars appear to be distant lighthouses, whose shape may not be discerned, but whose presence is made clear by the light they emit. It is entirely possibly that these stars could be distant holes in the fabric of our reality, perhaps suspended aenguls or daemons, but regardless of what these luminous objects might be, they are definitely distant sources of light. I cannot state conclusively that they are versions of our own sun, but I postulate that it could be the case. 3) Based upon the varying amounts of light (luminosity, as I’m told the term is), there are three conclusions that can be drawn. In the first case, every star in the sky that is not a near-body is some sort of light emitting source, and just varying levels of distance from us. In the second case, every star might be different from one another, and perhaps all equidistant from us, the observers. And in the third case, every star in the sky that is not a near-body and is a light emitting source, but of varying luminosity AND distance, such that any star selected at random could be of a different luminosity and distance than another randomly selected star, from the observer’s perspective. I believe the third case to be the most likely, as things in nature rarely tend to be simple, a flock of birds or a swarm of flies is the best mental image I could recommend to visualize this concept. 4) Finally, I believe there to be as equally many stars near/around the sun as there are around the moon at night. The reason for their visual absence is purely because the sun is too bright, and prevents these other stars from being seen. While this should come as a surprise to no one, it does bring up the question of what unseen near-bodies of cosmic phenomenon may lie hidden from our view. I plan to inquire with any proficient tinkerers, practitioners of optometry, or perhaps enchanters who might be able to offer a solution to my observational conundrum. I endeavor to continue my study of the heavens, so as to uncover some more discoveries about the nature of this realm we inhabit. Should anyone have any insights or questions, please write me a bird, or perhaps contact the Northern Geographic Society with inquiries.
  19. Aight. Character Theme The extremely rare occasions he's in a fight When he's thinkin' about history, geography, and general nerd stuff And finally, my shameless and non-related Motorhead / Black Rebel Motorcycle Club plug
  20. *a missive, trimmed in blue and white, is nailed to the great doors of Kal'Darakaan, an iron nail piercing the top of the vellum. The script is handwritten, the bottom signed simply in the runes of old...* It has come to my attention that a great many things have been said, and shall continue to be conversed, about my dear clan, Azwyrtrumm. We Frostbeards have a tumultuous history within the lands of Urguan, a reputation rightly earned. We have led our race to its greatest heights, and some of its lowest depravities. I myself was privy to, and had a literal hand in some of our most egregious of sins; my hands were once wet with the blood of our kin. It is for this reason that I write this missive: not to celebrate the sins of the past, but to solemnly remember the deeds, both good and ill, of myself and my forebears. I make no apologies for following the commands at the behest of my clan father, Verthaik, as such actions are demanded by the laws of our clan. My only sympathies lay for the thousands of my dead kin, who in part by my actions were cut down by a senseless civil war, driven by the allure of power and resentment among brothers. A great many lives, nay the totality of our race was thrown into chaotic upheaval. To deny that the blame for these atrocities lay squarely and solely at the feet of the Clan Frostbeard is to deny the truth. To call those Frostbeards who set out with Verthaik as “Blackfists” is foolish at best and an outright lie at worst. The laws of our clan are absolute: “The Clan Father’s Word is Final”. In point of fact, by that logic alone, any Frostbeard who defied the word of Verthaik, the rightful Clan Father of the Frostbeards in his time, would themselves be the traitorous outcasts we have been painted to be. Re-writing the histories of the clan doesn’t change the events that occurred, as some of us are still alive to remember, and willing to speak out on the truth, that it was all of us, Clan Frostbeard, who perpetuated these acts, not some dismissible scapegoats called the "Blackfists". I won’t let the sins of the past define my dreams for the future. I will tell all who will hear, in full detail, of the dark times of the Dwarvern Civil War, of our misdeeds in the Frostbeard Rebellion. I will remember, for the sake of our fallen kin, what my clan has laid bare, a lesson for every dwed of every age: we are stronger together than we will ever be apart. Ever since the Fall of Urguan and the victory of the Kingdom of Kaz’Ulrah all those years ago, I have travelled the roads of our various lands, seeking wisdom and redemption for my deeds. I swore, upon our 'victory', that I would never raise my hands against my kin so long as I live, and I have kept that oath ever since. My exile was brought out of shame, for the actions of my clan, and for the sins on my heart. But no matter how dark our misdeeds may have been, I still carry my Frostbeard name. I do this, for I know, just as every other dwed in the Realm of Urguan, that to be a Frostbeard is more than just touting your personal achievements and dismissing your faults. It is to bear them all, the good and the ill, unfiltered and unfettered, so that the future generations might learn from our past to build a better, harmonious future. I shall continue my search for redemption, and will continue to do work for the glory of our race, such that our story shall continue on to the next generation of dwed, until the end of times may come and we all be judged and auctioned by the Brathmordakin. *the vellum would flutter silently on the great door, its blue and white trim a stark contrast to the weathered oak...*
  21. *before you lays a newly printed tome, its pages crisp from the newly made vellum and parchment....* Kron Eron Da Venekmar Dwedmarrum - The Encyclopedia of Dwarven Language and Grammar -Penned by Ferek Frostbeard, 3rd Edition, 53rd Year of the Second Age- Introduction This tome is the result of my own research over the past few decades into the original texts and recordings of our ancestors. There are many contributors to this text, from Clan Fathers to the average dwed working the tunnels of Urguan. I have dedicated the past half century to compiling and documenting the ever-shifting evolution of our beloved mother tongue, so that dwedmar far into the future might learn of our ways. Physical sources include texts from the Grand Library of Urguan, Sutica, and of the Old Cloud Temple in Arcas. This First Edition covers Grammar, Sentence Structure, and an expanded list of our Dictionary. For those not familiar with the language of the dwed, I shall give a short history. The language of our ancestors has existed since Urguan's time, and has been passed down from generation to generation of dwed. Many words are as ancient as the creation of the world, some are more recent developments. Our language is rarely spoken outside the company of dwed, or beyond the lands of Urguan. Even within the kingdom of our people, our language is mainly relegated to ceremonial purposes, and less as a conversational language. It was not always this way, but the permeation of the common language into our culture is beyond my own control. And now with its ancient, but fairly simple, history having been established, let us dig right into the heart of the subject: Part 1: Grammar -Signifiers- While a root word in the dwed language gives a basic meaning, true of any language, specific meanings are gleaned via the addition of tenses and conjunctions, which I have come to label as "Signifiers" Example 1: Plurality Hefjhor - Bear Hefjhor'mar - Bears (Plural) Example 2: Tense Aina'K'az tira khrum lakh - I work all day (present tense) Yno'K'az tira khrum lakh - I worked all day (past tense) Example 3: Verb Suffix Strol - to walk Strol'geron - walking Aina'K'az strol'geron - I am walking -Table of Tenses- Past: Yno-/Yllor- Present: Aina-/Khirn- Future: Enn-/Ea- Perfect: -Nairon-/-Naerk- Note, Perfect tense is added after the time suffix and before the subject word. The tense of the sentence is set by the subject! Refer again to Example 3 for this. -Pronouns: Personal- I: Tha / K We: Thamar / Ut You: Othok He: Ka She: Lon It: Ek They: Korth -Pronouns: Object- Me: Tha / K Us: Thamar / Ut You: Othok Him: Ka Her: Lon It: Ek Them: Korth Note: Object and Personal pronouns are identical in script, this underlines an important concept in the language of the dwed: word and sentence context is key. What is written is not always what is meant, nor what is meant always as it is written. -Pronouns: Possessive- Prefix: Karen-/Vo-/Yol-/Va- Suffix: -Koss/-Loss-/Edos Examples: My: Vo'Tha, Vo'K Our: Yol'Thamar Your: Othok'koss Her: Lon'edos His: Vo'Ka Their: Korth'Edos Possessive Example 1: "Bjorn's Great-Axe" Subject+Possessive Subject+Adjective+ Adjective Signifier Bjorn'edos (Bjorn's) Kharadun'az'rum (Great Axe) [ Literally: Axe Great ] Possessive Example 2: "That's my Horse!" i + possessive = my (vo'tha) dag yol-mer vo'tha kazz! It appears that choosing to use a prefix or suffix is determined by context and ease of speech. Pronunciation flow is prioritized, thus suffixes and prefixes are used interchangeably. Those well accustomed to the nuances of the language, with enough practice, can read without being confused by the addition of suffixes or prefixes conjoined to a word. -Adjective- Suffix: -mos/-os/-rum Attaching the suffix to a word modifies it as an adjective. It is important to remember that in the language of my people, Nouns are stated before Adjectives. This is to say that the subject (as in, the noun) is stated before any descriptors (the adjective) are written. For example: "Ruvalk Ardoth'os" - Literally translates as "River Red" in common language, whereas in dwed it is interpreted as either "Red Lake" or "Red River", as "ruvalk" refers to both geographic features. The true meaning of the word would be established by it's place and context within an actual sentance. Adjective Example 1: "He is in the Red House" noun - adjective, ('os denotes adjectives, describer of noun) Ka yol-mer nir da gord ardoth'os -Verb- Suffix: -ok/-az The verb suffix MUST be attached to the subject, as well as with the correct time prefix! Verb Example 1: "The Starbreakers Protect the Kal'Varak" Time Prefix + Subject + Verb Suffix , Verb , rest of sentence Da Aina'Kornazkarumm'az akvel da Kal'Varak Verb Example 2: "He will kill the ork" Time Prefix + Subject + Verb Suffix, Verb, rest of sentance Enn'ka'az kavok da orko -Plurality- Suffix: -mar Note, some words in the dwed language, like "ruhn", do not require plural signifiers. These words are far and few between. -Adverbs- Suffix: 'a / 'os The adverb suffix can modify both verbs and adjectives, for example: "Yno'lon'az strol vlokon'a" - she walked quick'ly -Adverbs: A List- Only - Ein'a So - Sva Never - Nuf No - Lare, -are Not - Un Also - Nar'os Thus - Sva Much - Mjok Very - Mjok'a Again - Narhe Always - Enn'va It is important to remember that the common language meaning of a word and the dwed meaning of a word can be multiple. There are many adverbs in common that do not exist in dwed. Overall meaning is, again, derived by the subject and elements of the sentence. Context is key! -Conjunctions- There are many words in the Dwarvern Language that are conjunctions, not including the conjoining of prefixes and suffixes to denote tense or ownership. Many of the prominent clans of Urguan draw their name from the conjunction of two or more separate words. My own clan, for example: Azwyrtrumm -Azwyr, “Frost” or “Ice” -Trumm, “Beard” A fair number of older texts in the dwed language contain conjunctions, whose exact meaning is at times contextual, underlining the importance of the meaning of a sentence and less of the meaning of a specific word when reading texts. For example, the words “River” and “Flood” are both “Ruvalk”, the exact meaning of which is distinguished by the word’s use within a sentence. Part 2: Dictionary The dictionary that comprises of the rest of this tome is sourced, as stated in the introduction, from a great many places. Verbal history, written texts, and studious research has brought me this compiled list of words, which I plan on expanding in the coming years as my research continues. As of this writing, I have discerned the meaning of one thousand words from common to dwed. These shall be listed in the following pages: =A= -ing -uroz -ing -geron a e ability haegr ability haegr able haegra about fra above morred accept tyaga accompany fylgja across drell act kav action kav activity kav actor styrktar add auka addition auka'az address kav'az admit galatok advisor thelur after enn'os afternoon lakhsithar again narhe against kahanir age kez agent styrktar agree kved agreement kved'a ahead fyrir aid ghoran air kaas alchemy gauld alcohol graz alcohol naztrak ale beoir alert bran all khrum allies karrimar allow lata ally karrim alone ein'os along fyrir already adr also nar’os always enn'va am va-mer amount volein ancestor keznol ancient karik and na and nar anger krav anguish azmoroth animal gor another narhe answer svara ant maurr antler eikthyr anvil kadrin anvil kazdorin any vos anyway vosirk appear yfir aqcuire und arch ard- are ath area jorth arena kahros armor klad arrival karnes art ard artist ardrumm ash aska ask aesta assassin dreng atrocity azunnoth attack kahr audience fylgmar author gjorumm authority thrumm'os autumn faetharro available kostr away fram axe az axe kharadun =B= back fraed bad vaador bad vad bag alaek balance unn bane alar bane noril bank kaz'aurok banner vleg bar beorim battle krazdran bay vagr be mer bear hefjhor beard trumm beast -dharok beast gor beat drung beautiful fayr become standa bed hvila before -dekan begin byrja behind liggja believe aetla below yarred best mykthorok bet dar betray ogdaros better thorok'a better thorokian between methal big ahran big ahran bind fjotrr bird kro birth threin black vuur black khorok blackaxe kharadunvuur blaze nook blood ardol blue blar boat wathol body hrae boiler nokri bond baraz book kron born threin both bædir bourbon galraz bow thrimmek bowl bolle bowl kand box fass brave grum bravery parathak brawl nazaig brawl skuf breach kodeh bread brog break nazka bring nighi broad nazad broken losnath brothel belkar brother kronul brow trullki brush strjuka bug maurr build gord building gord bull demm burn karaave burrow undor business bergukli but bar but ur buy taka buyer takarumm =C= cake brog call bjotha campaign erfidà can ovar cannon ithring capture und carcass naktrul carry hunk carve thruz castle kaz'ad cat mew catch kavir cause erfidà cavalry kozzhunki cave mugdor cave skulder cave ulnafer cave umgor cave's folk umgorumm center mithal central mithala century Tigir'kez chain khotha chair nakhimir challenge dar champion az'adar champion baladan chancellor darmag chaos dor charge velannak cheers (drinking) lakh'anym chest fass chicken pul chief thrudol child dwedki choose kjosa city kal’ civilization onor- clan kazamar clan suffix -rumm clasp talok claw krafla clear ljoss clench hjertha clever bran close nerak cloud norkai cluster nozagar coffer trost cold kaldr collar nahibelk colleague barithon come harath comfort salez command velerak common omur companion kompān companion lagsmaðr conditional tense (suffix) -ton/-tok confirm yaerak conquer drung consume guz continent khor’ continue an'kav cook rythja copper izor core derkon corpse naktrul corruption dor cost kostr could sar council nozkron courage parathak cow keed craftsman okri create yemka crow kro crown rulkahd crush drepa crystal krest cult fylgï cunning ok cut skilja =D= danger khatuul dark dharg daughter bedwan day lakh dead haritz death kavir death kraviil decide sja decision sjok declaration sprinthok declare sprintha deep nerroth defeat drung defend verdig describe lendr design galat desolate vlag destiny yehad did ad difficult þungr diminutive suffix -ki/-eki discomfort krovehni discover grond discover nadra disease krut distance drek do kav doctor khailarumm dog hund dog ku domain ankor done ad donkey tharrkhurb doom dor doomforge dorkadrel doomseeker dorgrond door edhekal doorway edhekal dragon drakmar dragon drakna dream draumr drink guz drink drinkir duty anaraan dwarfling dwedki =E= each khrum eagle akueli early ar east kahae eat guz edge thromr effort erfidà empire oramar end yrro enduring karaz enemy kaznok energy atferth energy manok engineer klazrel entrance edhekal establish yemka eternity azamar evening uloondekan except bar exile tagar eye trulliv =F= face andlit fail ljutha faith kirk falcon aklen fall zhuld fallen adzhuld fang fahng fantasy akaneh farewell yankar farm vorn fast vlokon father ka'az fear azhron feast anbekiamar feather fjathr feeble elgram feed guzzen feline mew few ekran field aindar fight skuf fill fylla filth saurr final yrro finally yrr'os find nadra fine thorok finish yrro'ok fire karaad first ein'a fish wurok fishing kavirwurok fist rym flag vleg flash kvark flee vervak flesh ka- flood ruvalk flow yalum flower wyrtfayr fly verok fog thonja follow fylgja food anbek fool wazzock foot fod for yoth foreign yrrok foreigners yrrommar forest hefruth forest's folk hefrumm forever azamar forge kadrel forgeling kadros fort kaz'ad fortress kaz'ad fortune akrak found nadraaz found nadra free lauss friend nak friendship nakaran from narh frost azwyr frostbeard azwyrtrumm fruit idun'fayr **** gailik **** gilthok fur kudelor furnace nokri =G= game leikr garden grunwyrt gate edhekal get und give ind glass gler glory narvak glow glod glow vekaan go fara goat lann gold aurok golem khoren gone haritz good thorok grab talok grand kathaik grand bak grandaxe kathaikaz grape anmar grasp hjertha great az greed derkalimin greed dermin green grob greetings kazahar grim korod grind umur gross kossog ground grun group barel group nozagar grove foetha grow faetha growth faethamos grudge dammaz guard akvel guide akhoral guild barimmar gut rul =H= hair hárr half eintav hall khaz hammer ord hand anar hang haenga have zal/aghar hawk akwah he ka head bak heal khaila healer khailarumm hear makliz heart amoruk heavy þungr hello oz help ghoran her laad here hethra hidden rhadav hide hirtha high az high lord thrummaz him kaad history arkon hit stok hold talok hold tal' hole undo holy kirkja holy yemarin honour anart horn ordul horror azunnoth horse kozz horseman kozzak hot heitr hound hund house gord how ekor however ekorien huge ahran hunt grunga/grung =I= i k i tha ice wyr if kolun important hattr in nir incite etja increase auka individual kav industry nolvar inert narrek information vísindi inn beorim insert guzzen inside nir institution barimmar interest (to take interest) ahygja into nirlak intricate lok ireheart khronammoruk iron khron iron khro ironborn khrothrein irongut khrorul is yol-mer is moredos issue (verb) sprintha it ek its meredos =J= join an'nirlok journal kronotharem journey otharem justice vengryn =K= keep und key lykill kill kavok kill kerr killer kavokuron king thrummaz knight kazhunki knot lykja know vísindi knowledge vísindi =L= lady kvinn lake wunder land jorþ large ahran last yrro late sithar lava boor law anart'khrum lead rik leader rikkin learn vísindund leather kudelek left neeft legend kronos legion arkammar less -avos let don letter talagjora library tal'kron life anym life konym light varekan lightning korraaz limb trullak listen makliz little ekran lizard knut lockbox trost lonely vlag long melkan long ago denkezzan lord rik lord thrumm lose vroth lost vroth love nogazen luck akrak =M= magic lordak maiden lathain maiden vilket major hattr majority hlutr make yemka mane mjor many mengi march velak march veloz market urbaz mason table kaladokvo-nakhum master kronok mate nogaak material efni may sar maybe kna meat ust merchant bergukli mercy zahere metal akash metal ithor might daar mind varak mine mugdor mine thas missile vapna mist thonja moment nukargol money minek money wulthrung monster gorazkhron morning lakhar mother beka mountain agnar mountain's folk agnarumm mouse mús mouth waerod move fara much mjok multitude mengi muscle vothvi music glymja my thas myth akkor mythical harek =N= name daram neck nahi necklace nahibelk negative un' nether kharvul never nûf new deb new cast- night uloon no -are no -vare no lare noble drahgal noble drahzarl north nikaer note fra nothing fra'os nothing olkodran now nu nowhere un'kozrol number volein nut idun =O= oath baraz obligation wulthrung observe dok obsidian orvul occupy skitha of -ram of eron of -'ur'- off nerak offer urbar oil olja old ahld old gorm on nir once ein'ka one ein only ein'a onyx ghal open aarak opportunity kostr opposite un'standa or ov order dverga organization barimmarr out unnir outpost migdhal owl akhl own bezak owner bezak'oss =P= pact khroven pad pad painting fayrfigur pale arakrumm parent ka'az part -trihim partner kompān party fylgï past yzoran pattern vlazeth pave yohokim pay ind pearl gorix'sjor pelt kudelor person kav personal kavaz philosophy rhun pickaxe azarak picture figur pig kerrem place (location) jorth place (verb) setja plains gazan plan rath plant wyrt plateau zorn play leikr player leikrin poem kvaethi poor valathr position vellar positive an' possess bezak potato idungrunos powerful gorm pride anart pride dwak priest kirkden priest kirkjarumm prison clodkul prisoner clod prisoner clodrum prisoner dreg profession (suffix) rumm/-uron/-in professor vísind projectile vapna promise baraz prosper hlytha pull kippa purchase taka pure velukrumm push un'kippa =Q= queen thrumm'lon question etha quick vlokon quiet kyrr =R= race kryum raid ekrazak rare harek rather kreva raven kro raw deb read legtha realm ankor record kron red ardoth region khorekran remember arkon remembrancer arkonrumm resolve (firm determination) einrathn respect akyth respond krull response krullaz response krullok rest tiwaz reveal segja revenge vengryn reverse un'standa reward wulthrung rich aurokmar riddle gata rider kozzhunki right reeth ring khain risk haetha river ruvalk road hohekk rock bokk room vathmar route helmegr rules anart'khrum run hleypa rune ruhn =S= saga arkon sage arkon sand sandr scabbard unrol scale skama sea ahrander sea sjor search grond season arangr seat rúm second taveir'a sect fylgï see ival seed idun seek grond seize und'a select kjosa sell selja seller seljarumm service eklaan set setja shackle fjotrr shadow mhornar shape voxtr sharpen hvetja she lon sheath unrol sheep ardann shelter otemme shield kladian shin agnuk ship wathol short kortr show syna shudder azul sibling dasen sign merki silence hljoth silver thry sing sóngr single ein sink sokkja sister lonul sit nisd size voxtr skill haegr skirmish skuf skull ghal sky korhaz slam nahz slayer dreng slim anligr slow throlon small ekran smash drung smith kadre smoke oronduk snow wyr so sva soldier akvel soldier fægir solitude ein'os some ekran son kadan song sóngr soon anu soul dwedohin sound glymja south evraal southern evraal'os spark zaarka speak tala speak rullok/rullaz spear azk speech talaz spill nad spring wyrsithar stab ladth stability asatâm staff kolol stairs ekrund stairway ekrund stand vellar star kor starbreaker kornazkarumm stark mad tagum start dretta starve stevla stay un'fara steam rjuka steel stailininn stone bokk/gorix stop rhak storm ithrun story draurkon strange harek stream stromez strength rym strike stok strong karaz student vísindundin subgroup fylgï substance efni success frâmi summer solmjok summit kollr sun sol sunset dretuloon surface kollrgrun surrender ekorok survival helron survivalism helron sweat kadull swift vlokon sword raz =T= table nakhum take und talk tala talon kloar tanning rack delokvar task iðja taunt snedtha tavern beorim tax kam teach vísind teacher vísinduron teacher kronetok team øk tell biðja tend gaeta terror azkhron thank you thyokk thanks thyokk that dag the da/ok their korthon there zrol they korth thief agolam thin elgram thirst thyrstr this anek this dak though themun thunder karrzark thus sva time kargol to oz to bow nelaraz today khimlakh tomb grungol tome kron tomorrow ennlakh tongue lid tool makaz top kollr total heill total victory sigrheillos tower yoran town kazid trade urbar trader bergukli trash clabar travel ratath treason ogdar treasure azgoth treat rettr treatment rettr tree haefron tremble azul trial anakrun trust trur truth anoros tunnel umthos tusk orgrum tyranny harthradr =U= ugly aghdek ugly duk undead kavgar under dharg underground dharggrun understand yar'vís union vlak unity tazarak until thoth unveil segja upon ayna urge aeggia us thamar us ut =V= valour annak vampire zangunaz vapor rjuka vein ardohin vengeance vengryn venture haetha verb suffix -ok / -az very mjok'a very myk vessel kand victory sigra view ival vigil dokrum vigilant dokrum village kazid violence skuf vodka valraz voice othr volcano karaagnar =W= walk strol wall vath wander korhelon want keovid war kazak warrior akvel waste nad watch dok watchful dokrum water wuglim water well brunnr waterfall zhuf wave uthr way sirk we ut we thamar weak azul weak ekonum wealth aurokmar weapon medrac wear iraal were ihonlor west wiker whale hvalr what yir where kozrol which yiik whiskers meko whisper kvisa white arakh who rumol why voki will var win sigra wine anraz winter wyrmjok wipe strjuka wisdom kahiv wise gorm with ulro wolf varag woman (dwed) dwedlon wood haefral word venek work tira wound thrag write gjora writer gjorumm =Y= yes yorrek yes yare yesterday yrrolakh yield ekorok you othok you voz young garaz =Date and Time= Ref _RoyalCrafter_ The Dwarven Calendar, or in dwarven Da Dwed’rum Kronolkron, is the official calendar by which historical and official recordings are made by the dwarven people. While dwarves are renowned for their record-keeping skills, many famous scholars simply used their own personal, clan, or common calendars for their studies. Da Dwed’rum Kronolkron is a combined effort by theological, guilded and independent scholars to create a common consensus that follows dwarven tradition. CONVERSION ᚲᛟᚾᚢᛖᚱᛊᛟᚾ STONE DAY SEASON DWARVEN MONTH (CMN) DWARVEN MONTH (DWF) SLANG DWARVEN ELVEN MONTH HUMAN MONTH WEDNESDAY WINTER DUNGRIMM’S CALL KYRR’BJOTHA KYRTHA SNOW’S MAIDEN HOREN’S CALLING THURSDAY SPRING BELKA’S EMBRACE KALDITHRHUN KALUN MALIN’S WELCOME OWYN’S LIGHT FRIDAY SUMMER ANBELLA’S GRACE THOROK’ AINDAR THODAR THE FIRST SEED GODFREY’S TRIUMPH SATURDAY SUMMER ARMAKAK’S LABOUR AZSOL AZSOL THE GRAND HARVEST TOBIAS’ BOUNTY SUNDAY SUMMER YEMEKAR’S BALANCE KHOR’UNN KHUN SUN’S SMILE SUN’S SMILE MONDAY AUTUMN OGRADHAD’S STUDY ARKON’ GERON ARGER THE AMBER COLD HARREN’S FOLLY TUESDAY WINTER GRIMDUGAN’S SHROUD DHARGUTHR DARUTH THE DEEP COLD SIGISMUND’s END =Special Terms= Dwarves = Dwed / Dwedmar - Khazad / Khazadmar Elves = Elger / Elgus Orcs = Ork / Orkos Humans = Umri / Umros Goblin / Goblins = Grobbi / Grobbins Foreign / Foreigners (Used to denote all those whom/which aren’t Dwarf, Cave Dwarves coined the term.) = Yrrok / Yrrommar Drell - Drell means to form a wide line, spread across the halls to the right and left. Drinni - Drinni means to form a cue-type line. Khrum - Khrum usually means “All” in the abstract terms of all the creations of Yemekar (Grobi, Umgi, Ork, Elger, and Kharajyr [in a way] ) Usually a Dwarf would use this word to refer to the planet, by adding the city prefix (Kal’Khrum), which would also stand for the continent in which the Dwarves stood for that moment. However, there is also a continent, or world prefix (Khor’), but this term emerged after a need to name the several continents discovered, and should be thought of as a contemporaneous term. Tagum - This term means "Stark Raving Mad", used for Dwarves who behave oddly all of a sudden, these dwarves should be terminated swiftly as their disease and behaviour proves pandemic. Vel can also be used to denote “March”, by adding the verb to it. Vel - Vel is used as a command in military aspects, it is the word to commanding Dwarves to form a line or formation, and depending on the word used before it, defines which line is to be formed: -’th - This term, in english, is -’s. =Holy Terms= The Holy Lord (Used in place of Prophet or Seer) = Rikeron'kirkja / Galotokín'kirkja / Kav'Kirkja =Clan Names= Doomforge Dorkadrel Emberhorn Embrummordul Frostbeard Azwyrtrumm Goldhand Aurokanar Grandaxe Kathaikaz Grimgold Korodaurok Ireheart Kravamoruk Irongate Khron'edhekal Irongrinder Khronumurrum Irongut Khorul Metalfist Ithorrym Silverbraid Khorummthry Starbreaker Kornazkarumm Stormbreaker Ithrunnazkarumm Treebeard Haefrontrumm =Numeration= 1 One = Ein 2 Two = Taveir 3 Three = Prir 4 Four = Fjhornir 5 Five = Fimm 6 Six = Sek 7 Seven = Sefar 8 Eight = Atta 9 Nine = Nihu 10 Ten = Tiu 11 Eleven = Elkiu 12 Twelve = Tolf 13 Thirteen = Vrettan 14 Fourteen = Fjhortan 15 Fifteen = Fimtan 16 Sixteen = Sektan 17 Seventeen = Sefartan 18 Eighteen = Atiatan 19 Nineteen = Nhiatan 20 Twenty = Tuthgan 21 Twenty-one = tuthgan ok Ein 22 Twenty-two = Tuthgan ok Taveir 23 Twenty-three = Tuthgan ok Prir 30 Thirty = Prir tigir 40 Forty = Fjhornir tigir 50 Fifty = Fimm tigir 60 Sixty = Sek tigir 70 Seventy = Sefar tigir 80 Eighty = Atta tigir 90 Ninety = Nihu tigir 100 Hundred = Tiu tigir =Writing and Transliteration= As the astute among you may have noticed, the words written here are all recorded in the common script. You will have also noticed that no dwarven word is actually inscribed or written in said text on any media, be it stone or steel. That is because the mother tongue is written using the runic alphabet, unique among the descendents. These runes have existed since Urguan's time himself, with some variations introduced throughout the centuries. For example, I prefer to use the ahld'rhun, which can be seen adorning this tome. Others prefer the garaz'rhun, but both convey the phonetic information necessary for translation. One of the principal indicators of who is truly versed in the old tongue, and who is merely a passing observer, is how one writes their runes. Take for example the word for tell, "bithja". When spoken, one could write it one of several ways, "bithya" or "bithja" primarily, in the common script. While both of these recordings are phonetically accurate, only one is properly represented in the codex. Any practitioner of the language would be able to accurately determine what the word is and record it's 'proper' common equivalent. Secondly, translating from common to dwedic runes is not so straight-forward either. Take again "bithja", one translating by letter would get ᛒᛁᛏᚺᛃᚨ. The problem with this, is that the true ahld'rhun inscription is ᛒᛁᚦᛃᚨ, where "ᚦ" replaces the "th". Below is a table of ahld'rhun and their equivalent phonetic replacements. c, k, q ᚲ j, y ᛃ v, w ᚹ th ᚦ ae ᛇ =Conclusion= This concludes the Third Edition of my Encyclopedia of the Dwarvern Language. I have spent the past fifty years researching and collecting vernacular knowledge of my dear mother tongue, and this tome is the product of my work. I would like to personally thank Dilvyn Dereval for his editing and assistance with this tome. I would also like to thank the Northern Geographic Society for pointing me to references and encouraging my work on this subject. And finally I would like to thank the Arkonrumm'mar of my people, without whom this book would never have been written. ᛃᛟᛏᚺ ᛞᚨ ᚾᚨᚱᚹᚨᚲ ᛟᛉ ᛞᚨ ᚨᛉᚹᛃᚱᛏᚱᚢᛗᛗ ! *After what feels like an eternity has passed, you close the tome, your mind abuzz with this newfound knowledge. As you peer up from your table, sunlight can be seen shining through a nearby window... wait, wasn't it night when you cracked this book open?*
  22. *Ferek would read the missive while slowly strumming a tune on his mandolin, a pint of ale sitting within arm's grasp. With a sigh, he would rest slightly from his playing...* "Aye, were 'ter aneh' 'o us lef'. Mah friends ah're ah'll dead 'n scattered" he would remark to himself, "Aneh still ahlive 'ouldn't 'eed 'dis call anehway. We'll see 'ow 'tis plays ou'..." *the dwed would continue strumming a slow waltz on his instrument, it's silvered strings resonating in the musty corners of the dank tavern he resided in...*
  23. *Credit to Alastorus for the format, really love it* (Updating this purely for my own records, I shall update this as his story unfolds) ☷ General Information ☷ ☷ Full Name ☷ Ferek Frostbeard, Son of Garrond ᚠᛖᚱᛖᚲ ᚠᚱᛟᛋᛏᛒᛖᚨᚱᛞ ☷ Age ☷ Born: 1506 Died: He ain't dead yet ☷ Race ☷ Mountain Dwarf ☷ Sex ☷ Male ☷ Kin ☷ Hamnil Frostbeard (Brother) Verthaik Frostbeard (Second Cousin) Garrond Frostbeard (Father) Kerwyr Frostbeard (Great Uncle) ☷ Physical Information ☷ ☷ Weight ☷ 210 lbs ☷ Height ☷ 4’10” ☷ Build ☷ A stout dwed, broad shoulders and legs like barrels, he is surprisingly quick on his feet ☷ Hair ☷ None, Ferek prefers to shave his head. His beard is jet black, with some grey whiskers working their way into the mane ☷ Eyes ☷ Deep Blue, and growing deeper by the year ☷ Skin Tone ☷ Pale, but tanned from years of use and abuse ☷ Facial Features – Structure ☷ Ferek’s face is a testament to his years upon the world. Worn hard by a hundred winters, with war wounds to compliment it’s already leathery appearance, he’s not the prettiest dwed to lay eyes on. ☷ Scars – Body Marks ☷ Ferek’s left eye was clawed out during his trial of initiation with his clan, the Frostbeards. He wears a simple black leather eyepatch to conceal what is left of his eyesocket. A sizeable hole-like scar can be seen on Ferek's right arm, a rare sight however, since Ferek almost never disrobes to anything beyond his well-worn tunic. ☷ Clothing ☷ Ferek’s garb of choice is padded mail with black and brown leather, complimented by gauntlets and boots of plated steel. He wears his white bearskin cloak proudly on his shoulders, it’s pale sheen a visible distinction from his kin. He travels with a silvery steel axe on his hip, and a canteen on the back of his belt, the contents of which is unknown to most. He has also been seen to carry a thick leather tome on his person as well, the text residing inside a dark-stained leather rucksack he carries upon his back. ☷ Non-Physical Information ☷ ☷ Character Strengths – Positive Traits ☷ Hardy -Like his Frostbeard brethren, Ferek is well accustomed to enduring physical hardship. Shlepping equipment up a mountain through a zero-visibility blizzard is a manageable stress to Ferek- Confident -Ferek has experienced enough tribulations to know when he is right and when he is wrong. When he is right, his confidence is unwavering. When he is wrong, he is quick to correct himself- Good with an axe -Ferek's years of travel forced him to learn how to defend himself in the wilds of the world, much as the Frostbeard ancestors who came before him. Armed with an axe and shield, he has proven both in combat and in sparring that he can hold his own against most opponents. He is beginning to practice with accurately throwing his personal axe, Hefjhorlossk, and is accurate up to 10 meters- Loyal -As to be expected of any dwed worth their beard, Ferek's loyalty, once earned, can never be lost. It is his single greatest strength, and weakness- Inquisitive -Ferek is always seeking new knowledge to augment his understanding of the world. Be it alchemy, smithing, grammar, cartography, or even baking, Ferek is always hungry to learn- Open-Minded -Ferek has an affinity for new experiences, and is more willing than some of his fellow dwed to accept or explore new ideas- ☷ Character Weaknesses – Negative Traits ☷ Loyal -Ferek's undying loyalty, once pledged, has on occasion gotten him into a spot of trouble. One could argue that his pledge of loyalty to Verthaik is now what drives his self-imposed exile from the Kingdom of Urguan- Fear of Swimming -Ferek has harboured a deep fear of swimming since he was a beardling. Even well into his years, he resents any form of aquatic immersion (except for his yearly bath)- ☷ Loves ☷ -Books- -Cake- -Dark, musty ales- ☷ Likes ☷ -Travelling- -Writing- -Metalwork- -Reading- -Drinking- -Being Outdoors- -Bacon- -Botany, is an avid flower collector- ☷ Dislikes ☷ -Oathbreakers- -Oren- -Vegetables- -Swimming- -Courtship/Courting, Ferek's seen too many people die and feels too emotionally numb for such a concept- ☷ Hates ☷ -Small Talk- ☷ Personal History ☷ ☷ Humble Beginnings ☷ Ferek’s story does not start with his birth in 1506, it in fact begins much later than that. Ferek’s story begins in the year 1625, when he found his way to the city of New Jornheim. He had spent the past half a century wandering the world, collecting knowledge of alchemy, seeking wisdom in its practice. After his trial and earning his bearskin cloak, he set out on his grand adventure. But after years of diligent study, he desired to return to his clan, to his home. He came to New Jornheim and set about aiding in the administration of the city and it’s inhabitants. Ferek acted as an assistant to the Steward of New Jornheim, Edel Silvervein, before being made the official Steward of the town. King Verthaik came to Ferek before open hostilities with Urguan began and asked Ferek to assist in the Kingdom's intelligence gathering. Subterfuge came naturally to Ferek, as taking notes on flora and fauna was not so different from compiling dossiers of valued targets. The King received many reports and advisory studies from Ferek. ☷ Fall of Urguan ☷ When Clan Frostbeard, and Kaz’Ulrah as a whole, called it’s banners for their assault against Urguan, Ferek answered. On the field of battle, Ferek held his own and was able to effectively engage enemy infantry, earning several kills of his own. He was involved in several of the initial battles, leading reconnaissance parties and directing warriors to the best paths across the various battlefields. However, in an ambush, an enemy spearman managed to pierce Ferek's right arm with their polearm during a frenzied melee, leaving a sizable hole in the dwed's arm, forcing him to leave the battlefield for some time. In the end, Kaz’Ulrah was victorious. Ferek would spend the next decade continuing his study of alchemy, and would run a semi-successful medical practice in Jornheim. He would continue to assist his brother Hamnil with domestic affairs and administration of the city. ☷ The Long Walk ☷ A few decades after securing their kingdom, Ferek decided to travel the world, seeking this time to document the major events of the age. He was inspired by the events of the Fall of Urguan, and sought to document, with unbiased effort, the major events of the world. It was in 1665 when he left, and it was 1705 when he returned, but Ferek had no recollection of where he had been or what he had done. His memory seemed to have been altered by an outside force, one beyond his control. He sought to reconnect with his now far-strewn Frostbeard brothers, and to discern who or what had taken him in those years of wandering. ☷ Arcas ☷ When Ferek returned from his travels, he found that his brethren had been scattered to the winds, his once beloved kingdom brought low, and his place in the world completely in question. After contemplating the horrors of war that he was exposed to, Ferek realized that his own kind had forgone the paramount rule of the dwed: that kinslaying was the lowest act concievable. Realizing his error, Ferek swore to never take up arms against his own kind ever again. However, as Verthaik had never released him of his oath to the Kingdom of Kaz'Ulrah, he could not settle with his kin in the Kingdom of Urguan. Resigned to his self-imposed exile, Ferek proceeded to travel the world as a wandering scholar, studying the music, cartography, and alchemy of Arcas. He eventually settled in the town of Thalor, far to the Western-Wildlands, where he became a member of the town council. It was there that he again practiced his skills in combat defending the town from the occasional bandit raid, where he was wounded several times more in the proceeding melees. Eventually, the town of Thalor fell to squalor, abandoned to nature. Ferek continued to reside within the abandoned town, living as a hermit while he studied his accumulated books and tomes from his personal library. Barring the occasional bandit passing by, he was totally alone. With the impending doom of the invading demons and otherworldly horrors, Ferek packed his scant belongings and hopped aboard a ship bound for Almaris... ☷ Almaris ☷ ...it was in Almaris where Ferek was able to put his wandering spirit to good use. He mapped and explored the Southern Deserts of Almaris, becoming intimately familiar with the rolling dunes and mountains of stone that dotted the land. His published reports of his findings earned him the attention of a fellow scholar, Dilvyn Dereval, who invited him to join his group, the Northern Geographic Society. Happy to have finally found a group he could belong to that involved neither state-craft, subterfuge, or kin-slaying, especially where he could practice the skills he enjoyed, Ferek joined the society at the first mention of an invitation. He initially spent his time with the NGS surveying the lands of Almaris and writing various reports on the fauna found within. After some time, he decided to finish his Encyclopedia of Dwarvern Language, a project he had begun almost a century ago but gave up on due to lack of motivation. The tome was published and well received within the Realm of Urguan, a copy of the First Edition sent to the High Remembrancer for the Library of Urguan. It was also during these early days of his time in Almaris that Ferek picked up his old yew mandolin, and began playing at taverns and inns throughout the human domains, namely Norland and Haense. As the years went on, Ferek was inducted into the Circle of the NGS (c. 14E2); a position of high regard. Ferek swore to uphold the expectations of his fellow explorers and continue his work for the organization. It was also during this period (~16E2) that Ferek would begin to be seen in frequently within the lands of Urguan. His thirst for knowledge and a thawing of his previously icy relations with the Grand Kingdom prompted his growing involvement in the realm. In the late 20's to early 30's of the Second Age, Ferek would formally re-enter the Grand Kingdom of Urguan, joining his clan in the city of Kal'Darakaan. It would be there that he would begin authoring several books on dwed history and military literature, which sold with success, enough to finance his endeavors in the lands of Almaris. However, as is part of his nature, Ferek felt the call of the wild. He grew restless in his abode within Rhewenholm, the comforts of the mountain no longer sated him. Thus, he packed his rucksack, grabbed his mandolin and Hefjhorlossk, and headed out to the wild edges of the world, seeking his next great adventure...
  24. *before you at your table lies a recently written report, penned in dark ink, accompanied by hand drawn images of charcoal and pastels. The drawing style seems familiar to you. Accompanying the stench of stale alcohol wafting off the parchment is the seal of the Northern Geographic Society...* ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 10th Amber Cold, 1st Year 2nd Era, "A commentary on the wrecked vessels of the Southern Desert" I, Ferek Frostbeard, am writing this report to categorize and document the theories and few conclusions drawn from the Northern Geographic Society's foray into the ancient lake basin that exists within the southern deserts of Almaris. We met some few days prior to this writing and endeavored to examine the numerous shipwrecks lining the bottom of the dried lake. A rough sketch of the outline of the lake is shown above, the mountain marks in the center representing the mounds of dried coral that still persist today. We visited eight shipwrecks in total, ranging in size from small fishing craft to, what we would consider today, agile trading ships with ample cargo space. Several of the wrecks were torn in two, their respective halves laying some distance between another. Many, however, had their hulls mostly intact, some even had the canvas of their sails still hanging from the yard, frayed and fluttering in the dry wind. The most intact vessel was the one we visited last. This vessel, shown below, still had it's many cargo barrels below decks, though they were stripped clean however of any personal artifacts, more than likely having been made off with by either bandits or the local hunter-gatherer society known as the "Qivari". The NGS has an interest in making contact with any member of this indigenous society, and would be interested in an audience with anyone having personal relations with the aforementioned group. Several theories by members of the Exploratory Corp have been put forward, of which I will relay: Firstly, a theory was put forward that the desertification of the lake occurred over an extended period of time, and that the desert sands would have easily preserved the coral and wrecks alike. While the source of the climate shift is unknown, I personally disagree with this theory. The number of wrecks who's hulls are still intact suggests to me that they did not come to rest upon the bottom of the lake by means of some violent action, as in a storm or some military action. Moreover, coral is a fantastic ecological identifier, or so I've been told, such that coral might die off in a matter of years if the surrounding waters would prove foul to their preferred living arrangement. The fact that it still sits amid this desert, not worn away to dust, does not suggest to me that these events occurred naturally over an extended period of time. Secondly, a theory was put forward that perhaps the desertification occurred near instantly. This theory abdicated any explanation for the persistence of the petrified coral amid the desert sands, but, as expected, I do not quite sit right with this theory either. The last wreck we visited had an intact hull, the bow and keel were completely intact, something that would not have remained if a ship had instantly fallen fifty meters through thin air if the lake had been instantly dried. Thirdly, a theory was put forward that the desertification was magical in origin, occurred rapidly enough to catch lake-bound vessels unawares yet undamaged, and still preserved (magically to some extent) the contents of the lake well into the future, until our timely arrival. My evidence of this is multi-faceted. The sails of some of these vessels are still hanging to their masts, something that doesn't happen in such a rugged environment as an active desert. The vessels are too well preserved to have all been results of sinking. And finally, any hunter-gatherer society would have stripped the wrecks clean of usable materials, such as wood, which is difficult to come by in a desert; the fact that usable, and extremely well preserved wood, speaks of another truth entirely. As a scholar, I find all these theories, even my own, lacking sufficient evidence to be concrete. Something is amiss, a piece we have yet to uncover to this particular puzzle. With due diligence and a persistent mind, I believe one of us, or perhaps you, dear reader, will find what we have missed and perhaps provide a solution to this problem. Until such a time, myself and my colleagues will continue to report our findings and discuss our theories. If you find this type of work intriguing, or perhaps seek to expand your academic understanding of our new world, please come and visit the Northern Geographical Society in Haense. I welcome all discussion on any topic regarding the southern deserts, and would invite anyone willing to talk to write to me. Until my next report, ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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