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TheBareSheet

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  1. Hi, Cyndikate. This is a wonderful guide on fighting RP. It would be my pleasure, if you would join our Guide team. We do need a few more hands on the deck. After we talk about that, we could move this to the guide forum?

  2. Mental Magic

    Written by Samsan99 of the Guide Team

    What is mental magic

     

    Mental magic is a type of magic that allows the user to enter the mind of another. Once within it, they can do as little as watch and whisper into the mind or as much as a large illusion on the person to trick or confuse them. The strongest of mental mages can even wipe a short amount of memory from a person or overload their senses to send them into a deep sleep temporarily.

     

    How does it work

     

    Using the void as their medium, the Mental Mage connects to their target’s mind/brain, infiltrating a creature without a brain would result in the lack of effect (of the magic). While the user is in the target’s mind, they have no control of their own body. After all, their consciousness no longer in their own mind.

     

    If they manage to enter the target’s mind without hitting wards or the target's own mental barrier, they will have a wide range of abilities they can use.

     

    Abilities of a mental mage.

     

    Basic telepathy

     

    This ability the mage will learn within their first few elven weeks of practicing the magic.

    This is what allows the mage to enter a mind and communicate with the target's mind. While newer mages may find communicating for few minutes rather difficult, those who are experienced will find this fairly easy. A more advanced use of this spell is to acquire the number of people around the mage, but the wider the geographical area, the more tiresome it is.

     

    Example 1. A New Mage.

    Ariadni sits down. She starts to slow her breathing and begin focusing on the voi, using it to search for the mind of Cali. She successfully finds as he enters the room.

    /t samsan99 (( any barriers/wards?)

    The reply is “no”

    /t samsan99 A unknown presence enters your mind, not hiding itself very well and easily detected by anyone with experience.

    The reply *Cali detects the intruder but he allows it to move around unhindered.*

    /t samsan99 It takes a few seconds but the presence speaks into your mind. “Have.. I done ok?”

    They both talk for about thirty seconds (( three to five emotes ))

    /t samsan99 The presence pulls from your mind, weakened and exhausted.

    Ariadni opens her eyes, breathing and sweating heavily as she falls forward onto the table. She closes her eyes in attempt to catch her breath, she promptly passes out a few minutes later.

     

    Example 2. A expert Mage.

    Cali sits down as she starts to control her breathing and slowing it down, so that her muscles in her right arm tenses. Using the void as her medium, she begins to search for her target. Finding it as Araidni enters the room.

    /t Edgy_A (( Any mental barriers or wards? ))

    They reply with “no”

    /t Edgy_A You feel as if another presence passes through your mind.

    /t Edgy_A Within your mind, you hear a voice with a small giggle. It says “Why hello there, my Little Ariadni~”

    They both talk for a few minutes (( twenty or so emotes. ))

    /t Edgy_A After awhile the presence drifts from your mind, hardly noticeable.

    Cali looks to Ariadni with a smile, leaning back into her chair.

     

    Mind melding

     

    A mage would learn this around an Elven month into their studies of the magic.

    This is the ability to break into someone's mind and try to steal information while the target is distracted. Whether you acquire the information without being unnoticed or using other resources to distract the target, there is no significant difference. Not all minds will be easy to extract information from and this is a lot more taxing than telepathy. If the target is willing, it is much easier to extract memories and information, as well as showing them to the target themselves. A much more advance use of this spell is for mages many months into the practice of magic. It is the ability to change very small details about the memory, a face that they can barely see now, increase or decrease of pain, even maybe background noises that become distorted. The strongest use of this spell, is only for mages that have been using the magic for at least four to five elven months. It is the ability to cover up and hide memories. This is in no way foolproof, a strong reminder or recurring experience will risk the chance of this breaking.

     

    Example 1. A mage with one month and half training.

    Ariadni sits down she starts to slow her breathing, focusing on the void. Using it to search for the mind of Cali, finding it as he enters the room.

    /t samsan99 (( any barriers/wards? ))

    The reply is “no”

    /t samsan99 An unknown presence enters your mind. Attempting its best to hide itself but a someone with experience at mental magic could detect them.

    The reply “Cali notices the presence but pretends that she does not.”

    /t samsan99 The presence seems to shift with in your mind as it starts to search for what you know about her.

    The reply: details on what Cali knows about Ariadni and maybe a few memories.

    /t samsan99 The presence takes in some of the details before it quickly rips out of your mind.

    Ariadni opens her eyes as she falls to her side, landing on the ground. Her breathing heavy and body drenched in sweat from the effort.

     

     

    Example 2. A expert Mage

    Cali sits down as she starts to control her breathing slowing it down as her muscles in her right arm tenses.

    /t Edgy_A (( Any mental barriers or wards? ))

    They reply with no

    /t Edgy_A *The Presence moves around in your mind, one experienced might notice it and also that it moves towards your memories.

    /t Edgy_A It starts to search through your memories looking for information on [[ Topic ]] Ignoring any memories not relevant.

    The reply Gives her what she wishes to know in a few minutes.

    /t Edgy_A The presence leaves after it has gotten what it wishes.

    Cali looks over to Ariadni her breathing slightly heavy but other than that she seems fine.

     

    Mental Illusion

     

    A mage would learn this after using the magic for one to three Elven months depending on how complex the illusion is.

    Mental illusion is much a lot like Light illusion but only affecting a single person. Depending on how long they have been learning the magic, this would be a very small simple change or a large complex illusion. Unlike a light Illusion, the mental mage can also ‘remove’ stimuli ((sight sound touch ect )) and create emotion connecting by using the tragic memories. The strain of spell depends on the complexity, duration of other abilities they are using along with it. Also, removing stimuli is a lot harder than creating false ones.

     

    Example 1 A mage with two Months training.

    Ariadni sits down she starts to slow her breathing, focusing on the void. Using it to search for the mind of Cali, finding it as he enters the room.

    /t samsan99 (( any barriers/wards? ))

    The reply is “no”

    /t samsan99 The presence hides itself rather well but someone skilled, could still detect it. It darts around your mind quickly.

    /t samsan99 You hear a noise above you, as you look up. You see nothing but the roof looking back down to the table. Then you see a new candle sitting in the middle of the table burning slowly its flame, a Light blue colour. It stays for a few minutes before you hear another noise above you. If you look up like previously, the candle would have disappeared.

    Ariadni leans on the table, her breathing fast but not too heavy, sweat dotting her brow.

     

    Example 2. A expert Mage

    Cali sits down as she starts to control her breathing, slowing it down as her muscles in her right arm tenses.

    /t Edgy_A (( Any mental barriers or wards? ))

    They reply “no”

    /t Edgy_A A presence enters your mind seeming to move around at random, one highly experienced mage might notice this.

    /t Edgy_A From the corner of your eyes, you notice something, a shadow. It starts to fill the room slowly with darkness as it slowly drifts over to you. The darkness finally consumes the room all around you before it rushes towards you with a dark chilling laugh. The darkness runs though you, sending a chill to your spine. Leaving your blinded and deals for a few seconds before your vision slowly focuses again..

    Cali sits up breathing heavily as she rests on the table in front of her, exhausted from the strain of the Illusion.

     

    Cataleptic Illusion

     

    A mage would learn this after using the magic for two-three Elven months.

    The Highly skilled mage can now numb their target’s mind, forcing them to enter sleep-like state that makes their mind easier to trick and deceive. A normal Mental Illusion is normally strong enough if it remains in the bound of logic, but when they are rejected, the mage might want to use a Cataleptic Illusion. The body is put to sleep, so the mind is working faster and more likely to believe the Illusion. However before the mage can do this, they must create the illusion in their own mind. If the target start to questions the state or the illusion, it will slowly start to fall apart. This is even more straining than regular mental illusion.

     

    Example 1 A mage with two and a half months training.

    Ariadni sits down she starts to slow her breathing, focusing on the void. Using it to search for the mind of Cali, finding it as hes enters

    /t samsan99 (( any barriers/wards? ))

    The reply is “no”

    /t samsan99 A presence enters your mind. Masking itself very well but could still be found by experienced individuals.

    /t samsan99 It darts around your mind stopping for a few seconds. Each time it stops, one of your senses seem to blur or drift over half a minute. Then a tiredness fills you, soon after a deep sleep takes you over.

    /t samsan99 Opening your eyes, you find yourself in the inn a few people around you but you cannot seem to focus on them too well. In front of you, a candle sits on your table, a blue flame emitting a strange aura of warmth.

    Cali looks at the some one else in the inn, focusing on them.

    /t samsan99 You focus on another person, he is a blur. The presence tries to fix this, it succeeds after the blue flame flickers and shatters under the sounds of the inn. Your vision blurs as all the elements of the inn mix together, before a loud pop rings to wake you up again.

    Ariadni pants laying on the ground, trying to focus on Cali before she blacks out. Waking up a few hours later with all her muscles sore and in need of a few days rest.

     

    Example 2. A expert Mage

    Cali sits down as she starts to control her breathing, slowing it down as her muscles in her right arm tenses.

    /t Edgy_A (( Any mental barriers or wards? ))

    They reply “no”

    /t Edgy_A A presence enters your mind seeming to move around at random, an experienced individual might notice this.

    /t Edgy_A It keeps moving around your mind, as it does you notice your senses start to drift and seem off your vision blurs, your hearing starts to fade, and a tiredness begins to take over your body. A deep sleep falls over you.

    Cali created and spent a few days slowly creating the illusion, getting every small detail planned. Today she brings it up within her own mind before she begins to overwhelm Ariadni unconscious mind with it.

    /t Edgy_A Your eyes open again, you are looking around, realising you are in an inn. Alone, no one else is around, outside you see it's dark and the candles in the inn are burning low. You see the darkness outside the door, a chill runs up your spine. The darkness creeps into the edges of the inn and the candle burns out. All of the shadows seem to be shift except the one at your table. The darkness takes the form of a large human-like figure in front of you as it laughs echo around your mind.Your candle finally burns out. All of the shadows around you charge in to consume you. Your skill feels like it’s freezing and you can only see empty darkness around you, only hear its hollow laughing before nothing.

    Cali leave Ariadni’s mind, waiting for her to wake up in a few moments. Cali’s breathing is heavy and all her muscles are cramping as she doubles over, grunting a little.

     

    Memory Wipe

     

    A mage would learn this after using the magic for three-four Elven months.

    The most skilled of mental mages can wipe the short term memory of their target, they can only wipe details that are less than an hour old after that they are put into long term storage and are too complex for any mental mage to remove.

     

    Example 1. A mage with three months training.

    Ariadni sits down and starts to slow her breathing, focusing on the void. She uses it to search for the mind of Cali, finding it as he enters.

    /t samsan99 (( any barriers/wards? ))

    The reply is “no”

    /t samsan99 A presence enters your mind doing its best to mask itself. It moves towards what it is after, finding the memory of her conversation she just had with Cali. Focusing on it, she slowly starts to overwhelm the mind.

    /roll 20 - Ariadni rolls a 9

    /t samsan99 The presence tries to overwhelm you but your mind resists as the presence pulls away in its failure.

    Ariadni falls forward pain, all throughout her body is a terribly soreness. Her breathing heavy and cover in sweat, she takes a few days to recover.

     

     

    Example 2. A expert Mage

    Cali sits down as she starts to control her breathing, slowing it down as her muscles in her right arm tenses.

    /t Edgy_A (( Any mental barriers or wards? ))

    They reply “no”

    /t edgy_A A presence enters your mind, keeping itself well hidden. It would be difficult for people to detect, even with some experience. Quickly going to where it needs to be, it brings up the Illusion shown a few minutes ago. The presences sets its focus on it as the memory slowly starts to blur, shifting around.

    /roll 20, Cali gets 17.

    /t edgy_A The memory begins to fade, the traces and links from it slowly being removed by the Presence as soon you forget everything about the memory in question.

     

    Barriers and Wards

     

    So what if a Mind is protected? Well for both wards and personal mental barriers, a mage has to break them down before using their abilities. Breaking a ward is harder and almost impossible if the mage that created it is stronger than mental mage who is attempting to break in. The personal barrier can be easier to break depending on the person but they do need training to be able to create one. The barrier is a single or montage of thoughts and memories. The one creating it must separate them from emotions, feeling emotion while the barrier is up will break your focus and allow the mage to enter. The mental mage will try to make you feel emotional, distracting you so that your barrier would break.

     

    Example 1. A mage two months in.

    Ariadni Sits down she starts to slow her breathing focusing on the void using it to search for the Mind of Cali finding it as he enters.

    /t samsan99 (( any barriers/wards? ))

    The reply “yes”.

    As the presence enters the mind, it is hit by a barrier, barring it from going any further. The presence sees Cali sitting alone in a inn looking down and focusing on a single candle at the table she is sitting at.

    /t samsan99 The flame of the candle flickers slightly almost threatening to go out.

    Cali sits still, focused on the candle, paying little attention to its flickering.

    /t samsan99 The room seems almost darker around you as the sounds of people chatting, drinking and eating have started to slowly die down.

    Cali still sits there, her focus on the candle, the change in the room hardly giving her a worry.

    /t samsann99 The room darkens more, the normal sounds of a inn almost gone, replaced by creaks and groans. The candle flickers more as the darkness around the room shifts.

    Her focus is still on the candle.

    /t samsan99 The Presences seem frustrated and angered as it rips from your mind.

    Ariadni sits up panting slightly, sweat dotting her brow.

     

    Example 2. A expert Mage

    Cali sits down as she starts to control her breathing, slowing it down as her muscles in her right arm tenses.

    /t Edgy_A (( Any mental barriers or wards? ))

    They reply “yes”.

    The presence is hit with a memory playing over and over, Ariadni sits in the inn looking at a man sitting in front of her, as they talk in hushed voices.

    /t Edgy_A From the corner of your eye you spot something that seems like a shadow, before the darkness shifts in the other corner of your eye.

    Ariadni looks to it for only a second before she focuses back on the man and continues to talk.

    /t Edgy_A The darkness edges closer, slowly filling the corners of your vision.

    Ariadni looks around panic, fear starting to build up as she looks around the room.

    /t Edgy_A The presence is able to break through and into your mind as your focus shifts away from you barrier.

     

    Red lines

     

    - Making someone think the way you desire is not possible. The brain is characteristic to the individual. It remains open to manipulation and suggestion, but not to control.

    - Control of emotions is not possible

    - Mind control is not possible

    - Controlling the body is not possible

    - No mind is ever inactive. There will always be interaction during roleplay.

    - Memories cannot be rewritten, only the perception of them.

    - Remember your tell no matter the magic you have one.

  3. Character Morality

    Written by Firespirit44 of the Guide Team

     

    This is a slightly different guide altogether, this is a roleplaying guide to give you character more depth. What makes a person feel alive?

     

    1. Idiosyncrasies/Habits

    2. Aspiration

    3. A back story that actually affected the character's personality (Fear of eating beef because he saw one turn into a demon? Heh.)

    4. And of course the topic of today: The character's morality.


    Now a character's morals heavily depends on what race and what environment he/she was brought up in. If a character was a Orc, they would not have found it odd or morally repugnant to kill dwarves and humans, for they were brought up in a society that hated humans/dwarves.

     

    Morality is largely affected by society. We say what is 'right' and what is 'wrong' based on the established code of conduct present in society. In Oren for example, it is morally 'wrong' to perform sodomy upon a cow. No we're not arguing if you have the right to rp sodomising a cow(ITS A EXAMPLE. PLEASE DONT DO THIS.), but rather would your character do it? Was he brought up in an environment that required the sodomising of cows? If so- why?

     

    Now that was just a joke, but let me put it from another perspective. Let’s say Sam, a orphaned from young, learned the blades from a sensei in the woods, now seeks vengeance on orcs.

     

    That sentence has outlined the character's aspirations, maybe touched a bit on bio, but the important thing is- What happens to a moral of this orphan? His only link to society was a crazy old hermit in the forest, hence why he would choose to emulate all the crazy hermit's habits, which may include snoot-eating as a sign of affection(yuck). To those who made a wonderful backstory, ask yourself.

     

    What environment was my character brought up in? Dismiss any notions of the person behind the screen, holding the character. No, this is wrong. We want to breathe life and make our puppets into pinocchio. Humans, they seem to find that racism is 'wrong'. But tell me, who ever made that notion? What society made you think that 'racism' is a bad thing?

     

    Nationalism was a big thing back in the medieval ages, and in LOTC all major nobles so far have been to a degree, racist. I find it baffling sometimes that humans would randomly side against elves they don't know, just because the offender was 'racist'. Unless your character was born and raised in Aegis, which the humans were quite accepting of other races, now is not the case. Elves, and orcs are looked down upon, treated as second-class-citizens. Dispel the notions that elves might be beautiful, society conforms you to deem this is heretical, that its unnatural. You should fear them, if you haven't met a elf before in your bio.

     

    Racism is just a excellent point for me to bring up, seeing as it is a modern evil. Sexism is another. Unless your character was brought up in a society where women were the leaders of the clan or something, you would generally find the females to be subdued in Oren. Again Sexism is 'wrong', but in the Oren human society, it was not treated that way. Just that usually the females ended up much like in medieval times, tending the homes. Might be you want to rp a strong-willed-female/male-who-believes-in-feminism. That is acceptable. But you must understand the consequences of supporting such a act, and where did you get inspiration to support this? Did a female knight beat you in a duel, hence your fervent worship of feminism?

     

    Case in point, do not attempt to personify real life moralities into LOTC unless it makes sense. Feel free to rp a equal female in orcs, dwarves, and elves, seeing as their society is founded on strength. Oren too is, but the male scene is quite dominant now.

     

    Question yourself why, why and why, when a character does something. It goes all the way down to the fundamental aspect of society that we all try to fit in: "Is this the norm in society?".

     

    There is possible further reading on Character Alignment, explained here.

  4. Dwarves

    Written by James of the Guide Team

     

    Introduction:

    Dwarves are a very stubborn and proud race that love ale, mining and fighting. Dwarves treasure their loyalty, honor, and their beards above almost anything, other than that of precious gems and money. This drives Dwarves to live underground to mine for the precious gems and ores that lay beneath the surface. Dwarves tend to be very greedy due to Iblees’s curse upon their race in the ancient world of Aegis. This curse created our image of Dwarves on the server short and greedy. With this curse they also received a blessing, that of being strong of heart and mind.

     

    Subraces:

    Dwarves have four subraces along with the regular race of Dwarf. These four  subraces are divided based upon the terrain in which they are accustomed to, their natural born talents and look of the Dwarves within the subrace. Of the four subraces, three have custom races upon the server while the fourth is a half-breed.

     

    Mountain Dwarves: Mountain Dwarves are those who are more suited towards combat and working. They usually are more devoted to combat and the military and therefore are usually bulkier. More at home in the mountains and valley cities, they are usually born with a lighter skin tone than that of Cave or Forest Dwarves.

    4Hu69Zb.png

    Race Profession: Miner

     

    Profession Boosts:

    +30% Miner

    +20% Blacksmith

    +20% Leatherworker

    +20% Lumberjack

    -20% Breeder

     

    Race Perks:

    + Stubborn: Increased knockback resistance

    + Testosterone: Increased Health

    - Stubby Legs: Passive speed penalty

     

    Cave Dwarves: Cave Dwarves are Dwarves who are more used to the deep mines and underground cities than those above ground. As a result of being underground more than other Dwarves their eyes are more adjusted to dark places or low light. Their skin is also usually darker due to their extended time underground. This time is usually spent mining valuable ores, and leads to many becoming merchants or setting up shops to sell their ores. Cave Dwarves also prefer to braid their beards more so over the other subraces of the Dwarven race, along with adorning their beards in fine jewels.

     

    Profession: Miner

     

    xL3Ab2E.png

     

    Profession Boosts:

    +30% Miner

    +30% Blacksmith

    +20% Stonemason

    -20% Farmer

     

    Race Perks:

    + Stubborn: Increased knockback resistance

    + Testosterone: Increased Health

    - Stubby Legs: Passive speed penalty

     

    Forest Dwarves: Forest Dwarves  are Dwarves that prefer above ground to that of underground. Many tend to grow their hair longer and have naturally shorter beards. They tend to be closer as a subrace than the other subraces of Dwarf. They are usually known for their great woodworkers and lumberjacks as well as having a large love of nature similar to that of elves. Many forest Dwarves are known to have joined the Druids.

    AglAxss.png

    Profession: Breeder

     

    Profession Boosts:

    +30% Breeder

    +20% Farmer

    +20% Lumberjack

    +20% Woodworker

    +20% Leatherworker

    -20% Blacksmith

     

    Race Perks:

    + Stubborn: Increased knockback resistance

     

    Dark Dwarves: Dark Dwarves are a culture within the Dwarves created from Dwarven and Dark elven descent. These half-breeds most notable clan is Doomforged, while other clans have them due to mating with the Dark Elven race. They are usually looked down upon by other Dwarves for being half-breeds, but nevertheless are very loyal to the Grand Kingdom of Urguan.

     

    hCymmzk.png

    Dwarven Clans:

    As a new dwarf within dwarven society you are expected to join one of the existing clans within the Grand Kingdom of Urguan. While this is not required it makes the process of assimilating into society much easier. There are two types of clans: Elder clans which are the clans who are the oldest and most respected, and common clans which are newer and seen with less respect.

     

    Notable Elder Clans:

     

    Mountain Dwarves:

     

    Ireheart: The Ireheart clan is one of the most respected clans within the Dwarves. They are known for their very barbaric and skilled warriors as well as their great military leaders of the past. Irehearts are known for having the best Grand Marshals and these military geniuses are usually referred to when referencing the Golden Ages of military within the Grand Kingdom of Urguan.

     

    Grandaxe: The Grandaxe clan is a very old clan, having two bloodlines from two of the oldest clans which decided to merge together. Those two clans being the Blackaxes and the Braveaxes. The Grandaxes are known for their great diplomats, politicans and leadership skill. Many having served as the Grand king or the High Remembrancer.

     

    Frostbeard: The Frostbeard clan is seen as one of the most barbaric mountain Dwarf clans in comparison to the Irehearts. They are known for their prowess in combat and help fill the ranks of the legion. They excel within combat similar to the Irehearts, but are more prone to barbaric fighting and charging in to the heat of battle against odds.

     

    Cave Dwarves:

     

    Irongut: The Irongut clan was the first clan founded within Aegis. The clan is most well known for its great scholars, blacksmiths, but most importantly its alchemists and wizards. Ironguts are known as the only clan that specializes within Magic and prides itself of its large library and powerful magic users.

     

    Starbreaker: The Starbreaker clan is known for its great blacksmiths and golemancers. The clan itself has had many great Golemancers and Smiths, most running the blacksmithing guild of the kingdom. They are one of the oldest clans and are very respected within the Grand Kingdom of Urguan.

     

    Goldhand: The Gold hand clan is known for its great merchants. They usually fill the position of Grand Merchant, and are known as the greatest merchants and appraisers alive within the kingdom. From the quality of weapons to gems they have vast knowledge upon the prices and rarities of the world.

     

    Forest Dwarves:

     

    Treebeard: The Treebeard clan stands as the only forest Dwarf clan that currently exists, and the only elder Forest Dwarf clan. The Treebeards are known for their great woodworkers, brewers and even have had druids among their ranks.

     

    Dark Dwarves:

     

    Doomforged: The doomforged are a clan based around smithing and runesmithing. They are a breed of half dark elven and half dwarven descent and are therefore looked down upon by other Dwarves for being half breeds.

     

    Government:

    The Dwarven government is usually a council under the Grand King. This Grand council advises and proposes decisions to the King as well as has the power to remove him if there is an abuse of power seen. The current council is known as the Senate of Hammers. The senate of hammers consists of representatives of each clan. The leaders of the Grand kingdom guilds are also considered part of the Lower Council, this including the blacksmithing guild, remembrancers (Knowledge keepers), the merchants and many other guilds.

     

    The Legion:

    The Dwarven Legion is the most popular guild within the Kingdom, and is the main military force of the Dwarves. The legion is an important part of Dwarven society as most of the citizens of the Kingdom of Urguan join the military, which is usually led by a Grand Marshal appointed by the Grand King along with commanders that are appointed by the Grand Marshal. The Legion has performed terrific feats of military ingenuity, and has been run by some of the greatest military strategists to ever live within the four races. Some of the greatest Grand Marshals of the past were Kjell Ireheart, Gorum Goldhand, and Thorin Grandaxe.

     

    Accent and Language:

    The Dwarven race has three types of accents which can range from very light or very heavy. Accents for Dwarves became popular in late Aegis and Asulon and are still used to this day. Those accents are most related to Scottish, Irish and Russian. Here are examples of replacing common speech with a Dwarven accent.

     

    th= d or t

    h=’

     

    Light Accent: “W’ere do ye t’ink t’e next mine will be made? T’e current un seems to ‘ave run out of minerals, I mean at least I can nay find ane.”

     

    Thick accent: “W’ere do ya dink da next moine will be made? Da current un seems to ‘ave run out ov minerals, I mean at least I can nay foind ane.”

     

    The Dwarves have three languages, the runic language known by the Golemancers and Runesmiths, the ancient language of the Dwarves of Aegis and Asulon, and the current common language of Anthos and Athera.

     

    Current:

    Credits: Chaotikai

    • 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

     

    A

     

    • Anvil = Kadrin / Kazdorin

    • Arch (Leadership Position) = Ard- / Nak-

    • Alcohol = Naztrak

    • Age = Kez

    • A (Singular) = E

    • Alchemy = Gauld

    • Are = Ath

    • Axe (High uses the same word, but used in different instances, each word differentiates from itself.) = Az / Kathadun

    • And = Nar

    • Again / Another = Narhe

    • Ally / Allies = Karrim / Karrimar

    • Anguish = Azmoroth

    • Alcohol = Graz

    • Ale = Beoir

    • Also = Nar’os

    • Ancestor = Keznol

    • Armor = Klad

    • Attack = Kahr

    • Arena = Kahros

    • Arrival = Karnes

    • Above = Morred

    • Air = Kaas

    • Anger = Krav

    • Adjective suffix (Used only for Clans and on persons, a possessive suffix or prefix can be used, as well.) = -Mos / -Os / Rum

    • All (This tem is tricky. Explained slightly more in the special term division) = Khrum

    • Ancient = Karik / Hraaken / Den

    • Any = Vos

    • Anyway = Vosirk

     

    B

     

    • Beard = Trumm

    • Bow (Action to kneel before a king or superior) = Nelaraz

    • Bravery (Syn. to courage) = Parathak

    • Bow (Item / Weapon) = Thrimmek

    • Beast (Suffix, must have a substantive before it) = -Dharok

    • Blaze = Nook

    • Betray = Ogdaros

    • Back (Refers to the anatomical “Back”, which comprises all muscles located in the fore body, which the person cannot see.) = Fraed

    • Brow (Eyebrow) = Trullki

    • Before (Used to refer to a long past) / (Verb (needs suffix) ) = Den Kezzan / Dekan

    • Brother (Can be used to refer a clan member) = Kronul

    • Battle = Krazdran

    • Broad (Synonym to wide, can work as an adjective, if preceded by a possesive.) = Nazad

    • Break = Nazka

    • Breach = Kodeh

    • Bring = Nighi

    • Brothel = Belkar

    • Better (Good + Potential) = Thorokian

    • Brawl (Usually used to depict a fight out of trivialities, Friendly fight.) = Nazaig

    • Bar (Tavern) = Beorim

    • Burn = Karaave

    • Book (Usually used to define lore of olden Dwarves. synonym to Scrolls and Tomes) = Kron

    • Boiler (Synonym to furnace) = Nokri

    • Black = Khorok / Vuur

    • Blackaxe = Kharadunvuur

    • Bad (Synonym to evil) = Vad / Vaador

    • Blood = Ardol

    • Birth = Threin

    • Below = Yarred

    • Be (If used with adjective forms “Been”) = Mer

    • Bag (Sack, a mobile “Chest” ) = Alaek

    • Boat (Syn. to Ship) = Wathol

    • But = Ur

     

    C

     

    • Cave = Umgor / Ulnafer / Skulder

    • Carve = Thruz

    • Carcass (Corpse) = Naktrul

    • Core = Derkon

    • Collar (Necklace) = Nahibelk

    • Crown = Rulkahd

    • Cloud = Norkai

    • Create (Syn. to Make) = Yemka

    • Civilization (Usually used as a prefix for an empire) = Onor

    • Cluster (Used to determine a group of plants, animals, or Orkos.) = Nozagar

    • Council = Nozkron

    • City = Kal’ (Used as a prefix.)

    • Clan = Kazamar

    • Continent prefix (Can be used for defining the term “World”, also stands for a massive landscape, or something that has massive ammounts of.) = Khor’

    • Clan suffix (Used when speaking of a person who belongs to a clan) = -rumm

    • Comfort = Salez

    • Close = Nerak

    • Charge = Velannak (Vel'Annak)

    • Crystal = Krest

     

    D

     

    • Death = Kavir / Kraviil

    • Dragon = Drakna / Drakmar

    • Doom (Synonym to Chaos and Corruption) = Dor

    • Doomforge = Dorkadrel

    • Dwarfling (Child) = Dwedki

    • Daughter = Bedwan

    • Discomfort (Synonym to anything that may seem hard or uneasy for a Dwarf.) = Krovehni

    • Do = Kav

    • Day = Lakh

    • Defend = Verdig / Kerli

    • Drink = Drinkir

    • Deep = Nerroth

    • Door/Doorway/Gate/Entrance = Edhekal

    • Doomseeker = Dorgrond

     

    E

     

    • Engineer = Klazrel

    • Enemy = Kaznok

    • Energy = Manok

    • East = Kahae

    F

     

    • Fire = Karaad

    • Forge = Kadrel

    • Father = Ka'az

    • Fantasy = Akaneh

    • Forgeling (One who works the forge, used ONLY as a sustantive) = Kadros

    • Flesh = Ka- (Used as a prefix) / Kadeek

    • For (Reason, if used with a possesive it could be used like “For someone”) = Yoth

    • Frost = Azwyr

    • Empire = Oramar

    • Fist (Can be used as a syn. to strength) = Rym

    • Frostbeard = Azwyrtrumm

    • Find / Found = Nadra / Nadraaz

    • Friendship = Nakaran

    • Forest = Hefruth

    • Feline = Mew

    • Fort = Kaz'ad

    • F*** (Swear word) = Gilthok / Gailuk

    • Friend = Nak

    • Flee = Vervak (Stems from the word Defend)

    • Field = Aindar

    • Fast (Swift, Quick) = Vlokon

     

    G

     

    • Grand = Bak / Kathaik

    • Guild = Barimmar

    • Group = Barel

    • Gross (Discusting) = Kossog

    • Gut (Sometimes used as a slang term for Courage) = Rul

    • Grandaxe = Kathaikaz

    • Golem = Khoren

    • Glory = Narvak

    • Good = Thorok

    • Guard = Akvel

    • Go (synonym to “Come”) = Harath

    • Greed = Derkalimin / Dermin

    • Greetings = Kazahar

    • Guide = Akhoral

    • Gone (Can be used to define dead, too.) = Haritz

     

    H

     

    • High = Az

    • Honour (Can be used as Pride) = Anart

    • He (Male derogative) = Ka

    • She (Fem. derogative) = Lon

    • Him = Kaad

    • Her = Laad

    • Hammer = Ord

    • Heart = Amoruk

    • Help (Aid) = Ghoran

    • Hall = Khaz

    • Have = Zal / Aghar

    • Hold = Tal'

    • Hidden (Used with verb forms Hide) = Rhadav

    • Holy = Kirkja / Yemarin

    • Hello = Oz

    • How = Ekor

    • However = Ekorien

     

    I

     

    • Iron = Khro / Khron

    • Irongut = Khrorul

    • Ireheart = Khronammoruk

    • Ironborn = Khrothrein

    • I = Tha / K

    • Into = Nirlak

    • Inert (Death or limit of objects, such as someting running out of fuel.) = Narrek

    • In (Inside, also synonym for “On”) = Nir

    • -Ing = -Uroz / -Geron

    • Industry = Nolvar

    • If = Kolun  

     

    J

     

    Journey = Otharem

    Journal = Kronotharem

     

    K

     

    • King (Literally “High Lord”) = Thrummaz

     

    L

     

    • Legend = Kronos

    • Lord = Thrumm / Rik

    • Love = Nogazen

    • Lake = Wunder

    • Legion = Arkammar

    • Left (Direction) = Neeft

    • Leader = Rikkin

    • Limb = Trullak

    • Large (Used in Objects, and length.) = Melkan

    • Letter (Synonym for Design, and used with potential forms “Word” and then also used with a verb forms “Speech” or “Speak”) = Galat

    • Lizard = Knut

    • Light = Varekan

    • Lose (Synonim to Lost) = Vroth

    • Large / Huge / Big = Ahran

    • Life = Anym / Konym

     

    M

     

    • Mine (As in cave.) = Mugdor

    • Mine (Synonym to My) = Thas

    • Master = Kronok

    • Maiden (Fe-Dwarf who is un-married) = Lathain / Vilket

    • Myth = Akkor

    • March = Veloz / Velak

    • Might = Daar

    • Magic = Lordak

    • Mouth = Waerod

    • Merchantry / Merchant (If used with a person, add an adjective.) = Bergukli

    • Metal = Ithor / Akash

    • Mountain = Agnar

    • Mate (To engage in intercourse) = Nogaak

    • Mate (To define a person who belongs to the same guild or group of the speaker) = Barithon

    • Mind = Varak

    • Money = Minek

    • Mother = Beka

     

    N

     

    • No (Negative. Can  used as a suffix.) = Lare / -are / -vare / -fhare

    • Nothing = Olkodran (Can be used to define Void.)

    • Night = Uloon

    • Nether = Kharvul

    • North = Nikaer

    • Number = Volein (If used with plural forms "All the Numbers" or "Count" (Not the title.) )

     

    O

     

    • Of (belonging, can be used as a suffix, as a synonym to “Part of”) = Eron

    • Order (Almost never used in common day-to-day, refers to a group of people, like a guild.) = Dverga

    • Open = Aarak

    • Or (As in "Sth OR sth") = Ov

    • Of (sword OF sth) = -ram / -ethos

     

    P

     

    • Plural suffix= -mar

    • Possessive Suffix = -Koss / -Loss / -Edos

    • Possessive Prefix = Karen- / Vo- / Yol- / Va-

    • Proffession (Like break”er”, must be used with a “ ‘ “) = Rumm

    • Pride = Dwak

    • Potential suffix (Can be even more potenciated for “-est” type words if used with Khor’) = -ian

    • Part (Of. It means that something that is fragment of something, can be used to denote, for example, the stone needed for stonebrick, or, even so, to resume sentences like “Armor Piece”) = -Trihim / -Ohin.

    • Pattern (Refers to all terms of the words, including patterns of behaviour. It can be a synonym to trace.) = Vlazeth

    • Prison = Clodkul

    • Prisoner = Clod / Dreg / Clodrum

    • Priest = Kirkden / Kirkjarumm

    • Pact = Khroven (Blood Pact is Ardol yol-Khroven)

    • Pure = Velukrumm

     

    Q

     

    R

     

    • Rune = Ruhn (Both singular and plural) / Thin (Thiik in plural)

    • Rune (Philosophy, used to denote Yemekar's philosophy where as Yemekar is the Rune.) = Rhun

    • Right (Direction) = Reeth

    • Red = Ardoth

    • Respect = Akyth

    • Remembrancer = Arkonrumm

    • Remember (Verb, no need for prefix, but can be used.) = Arkon

    • Raid = Ekrazak

    • Response = Krullok / Krullaz

    • Rather = Kreva

    S

    • Star = Kor

    • Staff = Kolol

    • Sibling = Dasen

    • Starbreaker = Kornazkarumm (In this case, the clan and clan suffiix are bound together

    • Soul = Dwedohin

    • Survivalism (With verb forms /survive/) = Helron

    • Snow = Wyr

    • See (Can form “Seem” if added an adjective suffix) = Ival

    • Steel = Stailininn

    • South = Evraal

    • Son = Kadan

    • Smith = Kadre (Added an -l will form “Smithing”)

    • Stop = Rhak

    • Silver = Thry

    • Sword = Raz

    • Storm = Ithrun

    • Shield = Kladian

    • Sky = Korhaz (Deformation of the word “Kor” -Stars- and “Khaz” -Hall-)

    • Stand (Can be used to denote someone’s position on a matter) = Vellar

    • Strange (Can be used for a mythical, rare objects or Diamonds) = Harek

    • Shelter (Cover, can be used for any type of curtain, wools or items used in the fur-tan. Can also be used to denote military shelters, like forts, but it is mostly for summing up.) = Otemme

    • Shin (Crotch, can be used as an insult, but it’s mostly considered a “Fancy” insult, or even so, an insult told between friends.) = Agnuk

    • Stone = Bokk / Gorix

    • Sheath (Scabbard, general word for a mobile container of weapons.) = Unrol

    • Spill (Synonym to waste) = Nad

    • Small / Little = Ekran

    • Speak = Rullok / Rullaz

    • Slow (As in the antonym to Fast) = Throlon

    • Seek/Find/Discover = Grond

    • Slayer / Assassin = Dreng

    T

     

    • Teacher = Kronetok

    • Treason = Ogdar

    • The = Da / Ok

    • Treasure = Azgoth

    • Tower = Yoran

    • Thunder = Karrzark

    • Time = Kargol

    • To = Oz

    • Tremble (Synonym to Shudder, also used, with the adjective, as “Weak”) = Azul

    • This (Used with possessive in different situations.) = Anek

    • Tree = Haefron

    • Terror (Synonym to horror,fear or shun.) = Azkhron / Azunnoth

    • Trash = Clabar

    • Tusk = Orgrum

    • Truth = Anoros

    • Tunnel = Umthos

    • Trial = Anakrun

    • Though = Themun

    • Thief = Agolam

     

    U

     

    • Unity = Tazarak

    • Until = Thoth

    • Ugly = Duk / Aghdek

    • Union (With verb forms Unite.) = Vlak

    • Upon = Ayna

     

    V

     

    • Verb suffix (Used to make substantives a verb, has to be applied with the right time prefixes to be used!, more on this on “Examples” section) = -ok  /  -az

    • Valour = Annak

    • Very = Idol / Myk

     

    W

     

    • Water = Wuglim

    • Will = Var (Can be used with -mar, if used in plural.)

    • War = Kazak

    • We = Thamar

    • With = Ulro

    • What = Yir

    • Where = Kozrol

    • Why = Voki

    • Who = Rumol

    • Were = Ihonlor

    • Whiskers (Can be used to name a Kha’) = Meko

    • Want = Keovid

    • Which = Yiik

    • Wear (Mostly used for clothing) = Iraal

    • Work = Tira

    • West = Wiker

    • Wood = Haefral

    • Wall = Vath

    • Wander (Travel aimlessly.) = Korhelon (Based off Star and Survivalism)

    • Weak = Ekonum

    • Way = Sirk

     

    X

     

    Y

     

    • Yes (Suffix) = -yare / -uyorre

    • Yes = Yare / Yorrek

    • You = Othok / Voz

    Z

     

    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

     

    Special Terms;

     

    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.

     

    -’th - This term, in english, is -’s.

     

    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:

     

    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.

     

    Vel can also be used to denote “March”, by adding the verb to it.

     

    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.

     

    Time - To use the Time Tense, you must denote the verb, or word you are conjugating after denoting the time tense begins, Like;

    “Suffix Past + Word ->” Will denote that all things following the word, unless used another time suffix, will be in that time tense.

     

    Tenses =

     

    • Past = Yno- / Yllor-

    • Present = Aina- / Khirn

    • Future = Enn / Ea-

    • Perfect (Added after the time suffix and before the word.) = -Nairon- / -Naerk-

     

    Examples;

     

    “Yno’Tha tiraaz khrum lakh.”

    “I worked all day.”

     

    “Yno’nairon’Tha merumm tiraaz’geron khrum lakh.”

    “I have been working all day.”

     

    (( TIPS

     

    Dwarven words usually start with K, B, A, R, T, O, however, exceptions may occur.

     

    Try to make your word sound rough, yet not orcish. (Orcish words = Rognak, Raggur, Kugno.), one way to do this, is to try avoiding g’s in your word.

     

    Using double M’s looks cool!

     

    Usually try avoiding diphthongs, unless the word is strange. Triple diphthongs may occur, but again, should be avoided.

     

    Try saying the word out loud - Dwarves are smart, but their mouth binds them from certain letters, such as pronounced H’s. Try saying the words out loud with an irish accent.

     

    And... Keep them simple! ))

     

    Ancient Language:

    Courtesy of Chaotikai https://docs.google.com/document/d/1r4MsqWBflbABa5Hgc8vEp6CPo5GygPtZthXHEe9Etfk/edit

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