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	<updated>2026-04-05T12:25:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Building_designer&amp;diff=293266</id>
		<title>Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Building_designer&amp;diff=293266"/>
		<updated>2023-05-05T01:06:58Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: tattered or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
&lt;br /&gt;
The '''building designer''' [[skill]] was a skill that was previously required in order to build certain buildings, and affected their value. It no longer exists; instead, buildings which previously required this labor are now constructed using [[masonry]] for stone, [[carpentry]] for wood, and any of [[blacksmithing]], [[weaponsmithing]], [[armoring]], or [[metalcrafting]] for metal. Building value depends on the associated skill of the builder.&lt;br /&gt;
&lt;br /&gt;
[[ru:Building designer]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alchemist%27s_laboratory&amp;diff=293265</id>
		<title>Alchemist's laboratory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alchemist%27s_laboratory&amp;diff=293265"/>
		<updated>2023-05-05T01:06:11Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: tat or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
&lt;br /&gt;
In very old versions of ''Dwarf Fortress'', an '''alchemist's laboratory''' was a [[workshop]] used to make bars of [[soap]] (then a simple [[caravan|trade good]]) from [[lye]] and [[tallow]]. To build an alchemist's laboratory, you had to have three clear [[glass]] [[vial]]s. The workshop's function was taken over by the dedicated [[soap maker's workshop]] in version 0.31.01, and the workshop, the [[alchemist|skill]], and the [[alchemy|labor]] were buried from view in the game files. [[Main:Toady One|Toady One]] [http://www.bay12games.com/media/df_talk_8_transcript.html plans to eventually return] the workshop to the game in a different form, but for now the alchemist's laboratory languishes in the game's code graveyard.&lt;br /&gt;
[[ru:Alchemist's laboratory]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Petrified_wood&amp;diff=293264</id>
		<title>Petrified wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Petrified_wood&amp;diff=293264"/>
		<updated>2023-05-05T01:04:29Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: fine or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Petrified wood''' is a brilliant red [[stone]] found in small clusters in sedimentary layers, which is [[magma-safe]]. Petrified wood is no longer [[wood]], but stone, so you cannot make [[wood]]en items from it. [[elf|Treehugger]]s will be perfectly happy to trade items made of it, as well. Apart from its brilliant red color, it is otherwise unremarkable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:Detail_inside_petrified_wood,_Petrified_Forest_National_Park,_Arizona,_USA.jpg|Petrified wood&lt;br /&gt;
File:Petrified_Wood.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
While it is possible to create [[slabs]] out of petrified wood, these slabs possess no remarkable properties, and certainly not any that would transcend the pataphysical bounds of the game's world.  Bay 12 has shown no indication that they will be made unobtainable in a future release.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Social_skill&amp;diff=293227</id>
		<title>Social skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Social_skill&amp;diff=293227"/>
		<updated>2023-05-03T18:48:09Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
[[File:social_icon.png|140px|right]]'''Social skills''' are used mainly by the [[Expedition leader]], [[Manager]] and [[Broker]].  They are used in interactions between the [[dwarves]] in your fortress, as well as when talking with [[liaison]]s, [[diplomat]]s, and [[merchant]]s. Social skills can be acquired at embark, while performing various administrative tasks, or while socializing in a [[tavern]]. The starting dwarf with the most [[social skill]]s will almost always become the [[expedition leader]], who will automatically become your first [[mayor]], so when giving social skills to your starting dwarves, don't give them to one whose [[preferences]] will lead to obnoxious [[mandate]]s when s/he becomes mayor.&lt;br /&gt;
&lt;br /&gt;
The following list is based on the skills listed in the nobles screen when replacing a [[noble]].&lt;br /&gt;
&lt;br /&gt;
==List of social skills==&lt;br /&gt;
=== Miscellaneous conversational skills ===&lt;br /&gt;
Social skills are trained at the tavern, during a conversation between two or more idle dwarves, and when [[trading]]. They are also listed as mayor skills.&lt;br /&gt;
{{Skill Box|Social|5:0|5:0|&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* Intimidator&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
* Negotiator&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* Pacifier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In the current [[fortress mode]] (44.12+), they all impact conversation roles in groups.  The conversation 'tasks' are console, haggle, discuss request, calm venter, and cover for gaffe.  These tasks impact tree demands, trade agreement percentage values, haggling, whether you can cover if you screw up and offer the elves something wrong, etc, and the skill rolls matter.  Regardless of the skill name, &amp;quot;consoler&amp;quot; isn't the only skill used to console somebody.  Here is the table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Task !! Conversation !! Comedy !! Flattery !! Judge intent !! Lying !! Intimidation !! Persuasion !! Negotiation !! Console !! Pacify&lt;br /&gt;
|-&lt;br /&gt;
| Console || √ || √ || √ ||  || √ ||  || √ || √ || √ || &lt;br /&gt;
|-&lt;br /&gt;
| Haggle ||  || √ || √ || √ || √ || √ || √ || √ ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Discuss Request ||  ||  || √ || √ || √ || √ || √ || √ ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Calm Venter ||  || √ || √ || √ || √ || √ || √ || √ ||  || √&lt;br /&gt;
|-&lt;br /&gt;
| Cover for Gaffe ||  || √ || √ ||  || √ ||  || √ || √ ||  || √&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Broker skills===&lt;br /&gt;
All of the conversational skills listed above are trained by (and thus, presumably, used in) trading, presumably to increase the chances of a deal being successful. [[Judge of intent]] skill is particularly important as it allows a broker to see how a trader feels about a particular deal. Note that the [[Appraiser]] skill, which is not a social skill, is also very important during the trading process.&lt;br /&gt;
&lt;br /&gt;
===Mayor skills===&lt;br /&gt;
*[[Pacifier]]&lt;br /&gt;
*[[Consoler]]&lt;br /&gt;
&lt;br /&gt;
While all the conversational skills are important for a mayoral dwarf seeking reelection by making friends, dwarves with these two skills can reduce the likelihood of tantrums by being complained at or cried on (which creates a happy thought for the other dwarf). These skills are also all listed as relevant for the [[manager]].&lt;br /&gt;
&lt;br /&gt;
==Gaining social skills==&lt;br /&gt;
===[[Fortress mode|Fortress Mode]]===&lt;br /&gt;
Dwarves train their social skills when idling in meeting areas or attending parties ''and'' they are standing near another dwarf. All allowed social skills train at the same rate, except possibly Conversationalist for some dwarves. What social skills are allowed depends on both [[beliefs]] and [[facets]] of the particular dwarf. A typical dwarf meets all the non-override requirements except for low TRUTH, allowing all skills except Liar and Flatterer. Normally, all beliefs and all facets must meet the basic requirements. However, if any *single* facet meets the &amp;quot;override&amp;quot; requirement, all belief requirements are waived (but any other facet requirements remain). However, Conversationalist does something funny, which needs more research. Perhaps it is only *partially* unlocked by certain beliefs? (the override does make it work fully). (note that beliefs range from -50 to +50, while facets range from 0 to 100)&lt;br /&gt;
&lt;br /&gt;
(tested with 0.47.4)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill&lt;br /&gt;
! Belief&lt;br /&gt;
! Facet&lt;br /&gt;
! override&lt;br /&gt;
|-&lt;br /&gt;
|Persuader&lt;br /&gt;
|ELOQUENCE ≥ -25&lt;br /&gt;
|ASSERTIVENESS ≥ 25&lt;br /&gt;
|ASSERTIVENESS ≥ 76&lt;br /&gt;
|-&lt;br /&gt;
|Negotiator&lt;br /&gt;
|(none)&lt;br /&gt;
|(none)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Judge of Intent&lt;br /&gt;
|(none)&lt;br /&gt;
|(none)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Liar&lt;br /&gt;
|TRUTH ≤ 10&lt;br /&gt;
|(none)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Intimidator&lt;br /&gt;
|POWER ≥ -25 &amp;lt;br&amp;gt; TRANQUILITY ≤ 25 &amp;lt;br&amp;gt; HARMONY ≤ 25&lt;br /&gt;
|ASSERTIVENESS ≥ 25 &amp;lt;br&amp;gt; DISCORD ≥ 25&lt;br /&gt;
|ASSERTIVENESS ≥ 76 &amp;lt;br&amp;gt; DISCORD ≥ 76&lt;br /&gt;
|-&lt;br /&gt;
|Conversationalist&lt;br /&gt;
|LEISURE_TIME ≥ -25 ? &amp;lt;br&amp;gt; FRIENDSHIP ≥ -25 ? &amp;lt;br&amp;gt; other beliefs ?&lt;br /&gt;
|GREGARIOUSNESS ≥ 25 &amp;lt;br&amp;gt; BASHFUL ≤ 75&lt;br /&gt;
|GREGARIOUSNESS ≥ 76 &amp;lt;br&amp;gt; BASHFUL ≤ 24&lt;br /&gt;
|-&lt;br /&gt;
|Comedian&lt;br /&gt;
|MERRIMENT ≥ -25&lt;br /&gt;
|HUMOR ≥ 25&lt;br /&gt;
|HUMOR ≥ 76&lt;br /&gt;
|-&lt;br /&gt;
|Flatterer&lt;br /&gt;
|TRUTH ≤ 25&lt;br /&gt;
|FRIENDLINESS ≥ 40&lt;br /&gt;
|FRIENDLINESS ≥ 76&lt;br /&gt;
|-&lt;br /&gt;
|Consoler&lt;br /&gt;
|STOICISM ≤ 25&lt;br /&gt;
|SWAYED_BY_EMOTIONS ≥ 25 &amp;lt;br&amp;gt; CRUELTY ≤ 75 &amp;lt;br&amp;gt; DISCORD ≤ 75&lt;br /&gt;
|SWAYED_BY_EMOTIONS ≥ 76 &amp;lt;br&amp;gt; CRUELTY ≤ 24 &amp;lt;br&amp;gt; DISCORD ≤ 24&lt;br /&gt;
|-&lt;br /&gt;
|Pacifier&lt;br /&gt;
|PEACE ≥ -25&lt;br /&gt;
|DISCORD ≤ 75&lt;br /&gt;
|DISCORD ≤ 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Adventure mode|Adventure Mode]]===&lt;br /&gt;
Adventure mode characters can train some social skills by having conversations. (Oddly, Conversationalist is not one of them. {{bug|10874}}) It is unknown if [[personality trait|personality traits]] have any effect.&lt;br /&gt;
&lt;br /&gt;
Judge of Intent and Persuader are trained whenever you argue a value (even if it is not your value) or press the argument. Responding with flattery trains Flatterer. Responding with dismissal trains Intimidator. Responding passively trains Pacifier.&lt;br /&gt;
&lt;br /&gt;
As of recently{{version|0.47.01}}, there are new conversation options that can train social skills. The flatter, calm, and joke options train Flatterer, Pacifier, and Comedian, respectively. The interrogation menu options can train Persuader or Intimidator.&lt;br /&gt;
&lt;br /&gt;
Social skills are important in Adventure mode, as they can let you persuade pretty much anyone into doing anything you want. This includes changing NPCs' values, persuading position holders of giving up their title, enlisting you into the army, and so on.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
[[ru:Social skill]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_rejection&amp;diff=293216</id>
		<title>World rejection</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_rejection&amp;diff=293216"/>
		<updated>2023-05-03T16:51:09Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: fine or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''Dwarf Fortress'' uses a &amp;quot;belt and braces&amp;quot; method of world generation in that, whilst the map properties are configurable by [[world token]]s, there are also tokens which will cause the rejection and 'reroll' or re-randomisation of the world. By way of example, if you were to leave the world at its default settings, but set a rejection parameter which required there to be a large number of &amp;quot;minimum desert tiles&amp;quot;, then a large number of worlds might be rejected until one (by random chance) was finally generated that met that requirement. Because of the high number of possible rejections, this is an inefficient way of generating a world with many deserts; instead, it's recommended to work with broader parameters, such as [[#Weighted Ranges|Weighted Ranges]], to generate the world you want. It is possible to set the parameters in such a way as to result in endless rejections because they specify a world which is incredibly unlikely or impossible to be generated.&lt;br /&gt;
&lt;br /&gt;
If a certain number of rejections of the same type happen during world gen, then you will get a notification telling you what is causing the rejections. This can happen after a few hundred rejections or it may take thousands. This is possibly due to the fact that you may have more than one type of rejection occurring, and as such it takes thousands of rejections until any one type hits the threshold for the warning message. &lt;br /&gt;
&lt;br /&gt;
[[File:Civilization rejection.PNG|framed|center|A message that appears when one of the rejection types hits its threshold]]&lt;br /&gt;
&lt;br /&gt;
To log all rejections into a file, change the relevant setting in [[d_init.txt]] from &amp;lt;code&amp;gt;[LOG_MAP_REJECTS:NO]&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;[LOG_MAP_REJECTS:YES]&amp;lt;/code&amp;gt;. This will create a file called &amp;lt;tt&amp;gt;map_rejection_log.txt&amp;lt;/tt&amp;gt; in the main ''Dwarf Fortress'' folder, into which the rejection reasons will be saved. Reading this file will give you a better insight into why the world was being rejected than the notification message shown above.&lt;br /&gt;
&lt;br /&gt;
== Rejection parameters ==&lt;br /&gt;
&lt;br /&gt;
The following are the primary rejection parameters, their sole purpose is to cause rejections, they do not affect the generation of the world in any way:&lt;br /&gt;
&lt;br /&gt;
   [REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
   [ELEVATION_RANGES:0:0:0]&lt;br /&gt;
   [RAIN_RANGES:0:0:0]&lt;br /&gt;
   [DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
   [SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
   [VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;'''Note: the above values are arbitrary although these settings effectively disable the region/range counts.'''&amp;lt;/small&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Placement tokens ==&lt;br /&gt;
&lt;br /&gt;
The following tokens are not rejection parameters, but instead force the placement of certain features. This can cause rejections if the world generated does not support the placement of the features in sufficient quantities, or at all. For example, a volcano requires the square to have a volcanism of 100, if the maximum volcanism for the world is less than 100, then no volcanoes can be placed. See [[advanced world generation]] for more details. &lt;br /&gt;
&lt;br /&gt;
   [VOLCANO_MIN:3]&lt;br /&gt;
&lt;br /&gt;
   [PEAK_NUMBER_MIN:12]&lt;br /&gt;
&lt;br /&gt;
   [PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
   [COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
&lt;br /&gt;
   [RIVER_MINS:300:300]&lt;br /&gt;
&lt;br /&gt;
   [MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
   [NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
&lt;br /&gt;
   [TOTAL_CIV_NUMBER:40]&lt;br /&gt;
   [PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
&lt;br /&gt;
It is unknown if the following tokens can cause rejection:&lt;br /&gt;
   &lt;br /&gt;
   [REGIONAL_INTERACTION_NUMBER:28]&lt;br /&gt;
   [DISTURBANCE_INTERACTION_NUMBER:28]&lt;br /&gt;
&lt;br /&gt;
== Placement tokens that will not cause a rejection ==&lt;br /&gt;
&lt;br /&gt;
Counts exceeding the number of available squares will just make all squares in the desired region size the desired type. &lt;br /&gt;
&lt;br /&gt;
   [GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
   [EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Acolyte&amp;diff=293209</id>
		<title>Acolyte</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Acolyte&amp;diff=293209"/>
		<updated>2023-05-03T15:42:37Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: tat or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Acolyte&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Acolytes''' are a minor [[noble]] position used by [[elf|elven]] civilizations, appointed by the [[druid]]. Each civilization will only have one of these, and they have no assigned responsibilities. The only thing notable about them is that they rise to the position of druid in the event the current one suffers from [[war|the usual unfortunate mishaps.]]&lt;br /&gt;
&lt;br /&gt;
While they can be encountered in [[adventurer mode]], they generally will not show up in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:ACOLYTE]&lt;br /&gt;
		[NAME:acolyte:acolytes]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[APPOINTED_BY:DRUID]&lt;br /&gt;
		[PRECEDENCE:100]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:2:0:0]&lt;br /&gt;
		[DUTY_BOUND]}}&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Monastery&amp;diff=293208</id>
		<title>Monastery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Monastery&amp;diff=293208"/>
		<updated>2023-05-03T15:41:31Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: fine or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
A '''monastery''' is a type of [[religion|religious]] site, taking up a 3×3 square of tiles on an embark map. They are built by monastic orders, which are headed by an abbot.&lt;br /&gt;
&lt;br /&gt;
They always have one each of the following structures: a dormitory which will be lined with beds, a canteen which will contain two rows of tables and chairs of wildly-varying materials, a warehouse consisting of a few empty rooms, and a [[temple]], a religious site in the shape of a multi-floor rectangular building with engraved walls and statues scattered about. The engravings and statues are predominantly religious in nature, featuring the [[deity|object of worship]] and the ascension of custom-named [[priest]]s. On the bottom-most floor, [[pedestal]]s are kept for storing [[artifact]]s. &lt;br /&gt;
&lt;br /&gt;
In addition to the main four structures, there will be a number of [[Temple#Shrines|shrine]]s, statues standing outside, surrounded with varying patterns in the earth. There is a maximum of five shrines to a monastery, though it is currently unknown if the minimum number is 1 or 0. These shrines will sometimes have small altars beside them, which will sometimes contain divination [[dice]].&lt;br /&gt;
&lt;br /&gt;
Monasteries may be the destinations of [[pilgrim]]s, who travel there to see the site, or stop there on the way to [[temple|a more prominent holy place]]. They are also populated by [[prophet]]s.&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|Religion}}&lt;br /&gt;
[[ru:Monastery]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Religion&amp;diff=293207</id>
		<title>Category:Religion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Religion&amp;diff=293207"/>
		<updated>2023-05-03T15:40:23Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: Created page with &amp;quot;'''Religion''' is important to many dwarves.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Religion''' is important to many dwarves.&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Golden_beryl&amp;diff=293206</id>
		<title>Golden beryl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Golden_beryl&amp;diff=293206"/>
		<updated>2023-05-03T15:37:24Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: tat or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Golden beryl''' is a semi-precious [[gem]] found in small clusters within layers of [[granite]], [[schist]] and [[marble]].&lt;br /&gt;
&lt;br /&gt;
[[File:Golden_beryl%2C_oval_cut.jpg|thumb|220px|center|An oval cut Golden beryl]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_mods&amp;diff=293205</id>
		<title>List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_mods&amp;diff=293205"/>
		<updated>2023-05-03T15:36:12Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: add extra link to steam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
{{For/see|an overview of the modding possibilities in Dwarf Fortress|[[Modding]]}}&lt;br /&gt;
&lt;br /&gt;
==[https://steamcommunity.com/app/975370/workshop/ Steam Workshop]==&lt;br /&gt;
&lt;br /&gt;
The v50.0x Steam release added support for the [https://steamcommunity.com/workshop/about/?appid=975370 Steam Workshop], you can install mods from the Steam interface if you own Dwarf Fortress on Steam.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=28829.0 Community Mod List]==&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
A more complete list of mods (compared to this one) is on the Bay 12 forum. The list includes updated links to a multitude of mods, utilities and modding utilities. All featured mods are catered for version 40.01 and up, though some of them might be outdated, and not work with the current version. There also exists links to threads of similar function for the older versions.&lt;br /&gt;
&lt;br /&gt;
The list does not, however, encompass all up-to-date mods published on the forum, for that one has to search through the [http://www.bay12forums.com/smf/index.php?board=27.0 Mod Releases board], or even the [http://dffd.bay12games.com/index.php Dwarf Fortress File Depot], the site where nigh all uploaded mods are stored.&lt;br /&gt;
&lt;br /&gt;
== Notable Mods ==&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This section is currently empty, as few mods have been updated to v50.0x. Feel free to copy over mod info from other namespaces, if/when those mods get updated.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Graphics set repository]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
[[ru:List of mods]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293186</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293186"/>
		<updated>2023-05-01T23:37:31Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Grunge words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory (n) ====&lt;br /&gt;
&lt;br /&gt;
==== Boost (v) ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
Line is Vel&lt;br /&gt;
&lt;br /&gt;
Orb is Vabôk&lt;br /&gt;
&lt;br /&gt;
==== alone (adj) ====&lt;br /&gt;
====angle (n) ====&lt;br /&gt;
====conic (adj) ====&lt;br /&gt;
conical&lt;br /&gt;
====wedge (n) ====&lt;br /&gt;
====curve (n) ====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Tool Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
Related words include adaptation, threat, proliferation.&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness -&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
* Pus is Megob&lt;br /&gt;
* Putrescence is Uvir&lt;br /&gt;
* Muck is Zagstok&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;etymology, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste (n) ====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Arrow_bamboo&amp;diff=293185</id>
		<title>Arrow bamboo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Arrow_bamboo&amp;diff=293185"/>
		<updated>2023-05-01T23:36:47Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: tat or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{grasslookup/0|wiki=Fargesia}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Arrow bamboo''' is a type of [[grass]] found in [[temperate]] [[Forest#Temperate_coniferous_forests|coniferous forest]]s. It is one of the three types of grass upon which [[panda]]s can feed (the others being [[golden bamboo]] and [[hedge bamboo]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Pseudosasa japonica2.jpg|thumb|350px|center|Arrow bamboo]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Muck_root&amp;diff=293184</id>
		<title>Muck root</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Muck_root&amp;diff=293184"/>
		<updated>2023-05-01T23:36:14Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: tat or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Muck root''' is an [[tile_attributes|aboveground]] [[plant]]. It can be [[food|eaten]] raw, [[cook|cooked]], or [[brewer|brewed]] into [[Alcohol|swamp whiskey]]. However, it is not as [[value|delicious]] as any of the [[underground]] crops. Muck roots have [[seed]]s and can be [[farm]]ed.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] muck roots for their ''twisting shape''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = zagstok odur | elvish = corowa nemo | goblin = nokast lobok | human = juwog tegism}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Combat_skill&amp;diff=293183</id>
		<title>Combat skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Combat_skill&amp;diff=293183"/>
		<updated>2023-05-01T23:04:33Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: fine or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_shield.jpg|thumb|236|right|A dwarf ready to block anything attack-related.]]&lt;br /&gt;
&lt;br /&gt;
'''Combat skills''' are a collection of different but interrelated [[skill]]s that, without exception, have an impact on dwarves' and other creatures' [[combat]] effectiveness.&lt;br /&gt;
&lt;br /&gt;
== General combat skills==&lt;br /&gt;
General combat skills are a category of skills that are collectively unrelated to whether a dwarf (''or [[human]], perhaps [[elf|leaf-lover]]'') is using weapons or armor, but are useful for combat.&lt;br /&gt;
* '''[[Archer]]''' - increases with the use of any ranged attack, including throwing. Its exact function is unknown, except that it was shown to decrease the probability of an enemy dodging a ranged attack. Aside from that, it can serve as an indicator of how much ranged weapons are used.&lt;br /&gt;
* '''Biter''' - increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a [[syndrome]], but some [[Immigration|immigrants]] will arrive with this skill as well, and unarmed combatants will occasionally learn a little of this skill when they choose to bite during a combat. Goring with horns and tusks also uses the biting skill.&lt;br /&gt;
* '''Dodger''' - aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through Z-levels into [[deep pit]]s, [[water]], or even [[magma]]; they do not attempt to avoid dodging into perilous locales. Dodging can even be done while lying on the ground, making it a particularly valuable skill.&lt;br /&gt;
* '''Fighter''' - increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly. It influences weapon accuracy, though to a lesser extent than particular weapon skills.&lt;br /&gt;
* '''Kicker''' - increased by kicking in unarmed combat. Stance strikes from kicking and tail slapping tend to have a blunt [[attack type]], though stings from a [[bark scorpion man]] will also rely on the kicking skill.&lt;br /&gt;
* '''Striker''' - increased by throwing punches and scratching with claws or nails in unarmed combat. Creatures with pincers will snatch at targets instead.&lt;br /&gt;
* '''[[Wrestling|Wrestler]]''' - pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill ''much'', but they ''may'' make killing easier for their armed comrades - and their punches do kill fellow dwarves when tantruming. Wrestlers can strangle enemies unconscious, break joints, and even take away weapons and armor, but the AI is rather unlikely to do so (making [[adventurer mode|adventurer]]-wrestlers much more effective).&lt;br /&gt;
* '''[[Observer]]''' -  used to note and anticipate the attacks of enemies. Skilled observers are less likely to be surprised by an opponent's charge, for instance, and less likely to receive a penalty for being attacked from the side. In adventure mode, higher levels of the skill also give more information - which arm/weapon the opponent is using for its next attack, for example. &lt;br /&gt;
&lt;br /&gt;
Your &amp;quot;deflection roll&amp;quot; is based on your armor use skill, but in the first calculation, your dodge roll counts more and replaces your deflection roll if it is higher.  That roll is thrown into an equation with the hit roll to get the &amp;quot;squareness&amp;quot; of the attack from 0 to 20.  There's some pure luck at this stage, though, and the squareness can sometimes be increased regardless of the rolls.  Later, the same deflection roll is used directly with relevant worn items one by one to modify attack momentum using the material/etc. -- dodge rolls don't enter into this.  Item familiarity can increase this deflection bonus.&lt;br /&gt;
&lt;br /&gt;
In addition to speed, high armor skill also decreases your &amp;quot;clunkiness&amp;quot; with heavy worn objects.  The clunkiness sum applies a minus to many skill rolls (mostly combat, but a few non-combat).&lt;br /&gt;
&lt;br /&gt;
== Equipment skills ==&lt;br /&gt;
[[File:crossbowman_preview.png|200px|right]]&lt;br /&gt;
Equipment skills are associated with the use of non-weapon equipment, and as a class increase dwarven survivability.&lt;br /&gt;
* '''Armor User''' - related to how well a dwarf moves in [[armor]], and increases whenever a dwarf wearing armor attacks or is attacked, with triple the gain if the dwarf was actually struck on their armor. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non-armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather [[clothes]] count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a [[kobold]] [[thief]] or predatory animals. A creature with a [[Modding|tough enough body]] will also gain armor user skill when glancing blows are struck to their bare flesh([[Metal|?]]), though anything durable enough to do that would have little need for normal armor.&lt;br /&gt;
* '''Shield User''' - increases whenever a dwarf uses a [[shield]] or [[buckler]] to block an attack, which is often. Shields increase the survivability of dwarves a great deal, and can block anything from a [[goblin]] axe to [[dragonfire]].&lt;br /&gt;
&lt;br /&gt;
== Weapon skills ==&lt;br /&gt;
&lt;br /&gt;
Weapon skills are associated with the use of a particular [[weapon]] type, even if that weapon type is &amp;quot;thrown [[vomit]]&amp;quot; in adventure mode. Arena testing indicates weapon skill is more powerful per-point than any other combat skill (assuming the appropriate weapon is equipped!), it contributes to offensive ability and parrying. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'. The fighter skill does everything these do, but less.&lt;br /&gt;
* '''Axeman''' - allows characters to use [[battle axe]]s, [[great axe]]s, and [[halberd]]s more effectively.&lt;br /&gt;
* '''Blowgunner''' - allows characters to use [[blowgun]]s more effectively.&lt;br /&gt;
* '''Bowman''' - allows characters to use [[bow]]s more effectively.&lt;br /&gt;
* '''[[Crossbowman]]''' - allows characters to use [[crossbow]]s more effectively.  The dwarven version is called 'Marksdwarf'.&lt;br /&gt;
* '''Hammerman''' - allows characters to use [[maul]]s and [[war hammer]]s more effectively, as well as [[crossbow]]s in melee.&lt;br /&gt;
* '''Knife User''' - allows characters to use large [[dagger]]s and knives more effectively.&lt;br /&gt;
* '''Lasher''' - allows characters to use [[whip]]s and [[scourge]]s more effectively.&lt;br /&gt;
* '''Maceman''' - allows characters to use [[flail]]s, [[mace]]s, and [[morningstar]]s more effectively.&lt;br /&gt;
* '''[[Miner]]''' - not strictly a weapon skill, but allows characters to use [[pick]]s more effectively as weapons. This is also the only moodable combat-usable skill.&lt;br /&gt;
* '''Misc. Object User''' - allows characters to use objects like tables and chairs (''etc.'') more effectively as weapons. In fortress mode, dwarves will often use this skill when attacking with held [[goblet]]s. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).&lt;br /&gt;
* '''Pikeman''' - allows characters to use [[DF2014:Pike_(weapon)|pike]]s more effectively.&lt;br /&gt;
* '''Spearman''' - allows characters to use [[spear]]s more effectively.&lt;br /&gt;
* '''Swordsman''' - allows characters to use [[long sword]]s, [[scimitar]]s, [[short sword]]s, and [[two-handed sword]]s more effectively, as well as blowguns and bows in melee.&lt;br /&gt;
* '''[[Thrower]]''' - allows characters to throw miscellaneous objects more effectively. Throwing is still as hilariously overpowered as in previous versions - you can, for instance, kill a charging elephant with thrown water.  This generally isn't seen in fortress mode, other than the occasional dwarf going on a tantrum and throwing whatever is in their hands.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[User:Shinziril#Skills|Outstanding research]] on several combat skills by Shinziril&lt;br /&gt;
* A scientific test of how the Archer and Marksdwarf skills affect ranged combat: [http://www.bay12forums.com/smf/index.php?topic=117284.0 Dwarven Research: A Study of the 'Archer' and 'Marksdwarf' Skills]&lt;br /&gt;
*A [[Advanced Marksdwarf Training Guide|Marksdwarf Training Guide]] is available to handle many issues and confusion relating to marksdwarves as well as provide methods to get them more reliably training and firing.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=134779.0 Dwarven Research: A Study on Shielding] Explains everything you need to know about shields.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_notes&amp;diff=293182</id>
		<title>User:Jerimee/mod notes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_notes&amp;diff=293182"/>
		<updated>2023-05-01T23:01:00Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scratch pad to keep notes about mod ideas&lt;br /&gt;
&lt;br /&gt;
== Best Practices ==&lt;br /&gt;
&lt;br /&gt;
* You should prefer SELECT over CUT, and prefer CUT over not loading vanilla raws.&lt;br /&gt;
&lt;br /&gt;
== Rainbow ==&lt;br /&gt;
&lt;br /&gt;
Rainbow occurs rarely when [[Weather#Rain|rain]] ends. Dwarves like rainbow. Rainbow occurs 25% in good zone. Rainbow occurs 20% of the time after rain end normally. Rainbow occurs 10% of the time in evil zones. Rainbow is twice as lovely in evil zones. Rainbow isn't visually show; but instead an alert or other indication is given.&lt;br /&gt;
&lt;br /&gt;
=== Notes from discord ===&lt;br /&gt;
&lt;br /&gt;
Biome interactions control the stuff like evil rain, you can give certain biomes a weekly interaction that starts rain (so you know it happens). Dwarves get good thoughts through a syndrome: ''&amp;quot;Urist McLeprechaun felt hope due to witnessing a rainbow&amp;quot;'' (via DPh Kraken) see [[Thought#Weather|weather thoughts]]&lt;br /&gt;
&lt;br /&gt;
DFHack can read the weather of each biome present in a fort. So you can check if it's raining whenever you want to, and make rainbows when it starts or ends, or especially when it's raining in only one area. (via Rose the Elf)&lt;br /&gt;
&lt;br /&gt;
I don't think there is a modtools/weather-trigger though. So without writing an automation trigger for weather, I don't know how you would automate it. Writing that script though should be extremely easy. You just modify one of the other modtools, and have it monitor the announcements log for weather stuff, instead of combat or whatever, and then you just have a file that specifies the command to run the   script every time &amp;quot;its raining.&amp;quot; (via DikbutDaGrate)&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|&lt;br /&gt;
[CAVE_ADAPT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_CONTACT]&lt;br /&gt;
		[SYN_NAME:a lack of sunlight]&lt;br /&gt;
		[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]&lt;br /&gt;
		[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]&lt;br /&gt;
			[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
* [[Language_SYM.txt]]&lt;br /&gt;
* [[Template:Adjective dictionary]]&lt;br /&gt;
* [[:Category:Language]]&lt;br /&gt;
* raws: https://github.com/DF-Wiki/DFRawFunctions/tree/master/raws/v50&lt;br /&gt;
* list of symbol groups: [[User:Jerimee/language_SYM.txt]]&lt;br /&gt;
* Solitarian: http://www.bay12forums.com/smf/index.php?topic=173289.0&lt;br /&gt;
* words workspace: [[User:Jerimee/words workspace]]&lt;br /&gt;
** simple list of words: [[User:Jerimee/language_words list]]&lt;br /&gt;
** table of all words [[User:Jerimee/Words Table]]&lt;br /&gt;
** my words: [[User:Jerimee/mod words]]&lt;br /&gt;
** spheres: [[User:Jerimee/spheres]]&lt;br /&gt;
&lt;br /&gt;
==Smells==&lt;br /&gt;
&lt;br /&gt;
=== Incense / Censor ===&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
&lt;br /&gt;
;positive correlation&lt;br /&gt;
:LUST_PROPENSITY&lt;br /&gt;
:CURIOUS&lt;br /&gt;
:IMAGINATION&lt;br /&gt;
:ROMANCE&lt;br /&gt;
&lt;br /&gt;
;negative correlation&lt;br /&gt;
:NATURE&lt;br /&gt;
&lt;br /&gt;
== Food notes ==&lt;br /&gt;
&lt;br /&gt;
to rename food portion- https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/item_food.txt&lt;br /&gt;
&lt;br /&gt;
Can I add DESCRIPTION		Allows a string to describe the tool when viewed. The text box can accommodate up to 325 characters until it cuts off, but the spacing of actual sentences puts the realistic limit closer to 300. Multiple DEFINITION tokens can be used in the same tool definition, with each appearing on a new line. to item food object?&lt;br /&gt;
&lt;br /&gt;
How is food effect calculated? &lt;br /&gt;
&lt;br /&gt;
Can Syndrome be given? via Material? via Interactions? Yes both.&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=293181</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=293181"/>
		<updated>2023-05-01T22:59:53Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: fine or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|a list of Dwarf Fortress mods|[[List of mods]]}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''Modding''', or creating [[mod]]s, refers to modifying the behavior of the base game (vanilla). ''Dwarf Fortress'' is remarkably moddable.&lt;br /&gt;
&lt;br /&gt;
== Resource Overview==&lt;br /&gt;
[[File:modding_icon.png|120px|right]]This section serves as a portal to all modding-related pages on the wiki. &lt;br /&gt;
&lt;br /&gt;
; Using Mods:&lt;br /&gt;
* [[Mod#Installing Mods|Installing mods]]&lt;br /&gt;
* [[Mod#Enabling Mods|Enabling mods in-game]]&lt;br /&gt;
&lt;br /&gt;
; Guides and references:&lt;br /&gt;
* [[Modding guide|Modding Guide]]&lt;br /&gt;
* [[Modding pitfalls]] for troubleshooting&lt;br /&gt;
&lt;br /&gt;
* [[Mod#Mod Format|Mod Format]] and [[Game folders and files]]&lt;br /&gt;
* [[Mod#Publish on Steam Workshop|Publish on Steam Workshop]]&lt;br /&gt;
* [[Memory hacking]], [[Main:Offset Finding Methods|Offset Finding Methods]]&lt;br /&gt;
* [[Character table]]&lt;br /&gt;
&lt;br /&gt;
; Where to get help?&lt;br /&gt;
* This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.&lt;br /&gt;
* [https://discord.com/channels/329272032778780672/629902895138996264 Kitfox modding discord] &lt;br /&gt;
* [https://docs.dfhack.org/en/stable/docs/Introduction.html#getting-help DFhack questions] &lt;br /&gt;
&lt;br /&gt;
; Modding tools&lt;br /&gt;
There are several [[Utilities#Modding_tools|utilities]] that assist in modding efforts. There is [http://www.bay12forums.com/smf/index.php?topic=28829.0 a list of them] on the [[Bay 12 Forums]].&lt;br /&gt;
* Text Editors are used in all areas of modding. Use a good text editor to edit files and search into multiple files (like the free [https://notepad-plus-plus.org/ Notepad++] for example) or more advanced editors capable of highlighting and formatting the displayed text (like [[Utilities#DF_RAW_Language_server|DF RAW Language server]])&lt;br /&gt;
* Image Editor will be needed for doing custom graphics. [https://www.getpaint.net/ Paint.NET], Photoshop and GIMP are the most used, but whatever supports the .png format will work.&lt;br /&gt;
&lt;br /&gt;
=== Documentation===&lt;br /&gt;
; [[Raw file]]s&lt;br /&gt;
&lt;br /&gt;
These object files, stored in &amp;lt;code&amp;gt;/data/vanilla/*/objects/&amp;lt;/code&amp;gt;, define various specifics of game items, materials, and creatures, and can be changed using mods to alter how the game behaves. These are text based and can be edited with any text editor, however, editing the vanilla raw files is now discouraged.&lt;br /&gt;
&lt;br /&gt;
See [[Token|Token reference]] - It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found here.&lt;br /&gt;
&lt;br /&gt;
; [[Graphics|Graphics Files]]:&lt;br /&gt;
&lt;br /&gt;
The `/data/art/` subfolder of Dwarf Fortress is used to store user-customizable graphics sets.&lt;br /&gt;
&lt;br /&gt;
; [[Reaction]]s:&lt;br /&gt;
&lt;br /&gt;
; [[Language token|Language]] and [[Speech file]]:&lt;br /&gt;
&lt;br /&gt;
; [[Audio|Sound and Music files]]:&lt;br /&gt;
&lt;br /&gt;
All sound and music files used by ''Dwarf Fortress'' are stored in the [https://en.wikipedia.org/wiki/Ogg .ogg] format within the &amp;lt;code&amp;gt;/data/sound/&amp;lt;/code&amp;gt; subfolders. You can replace the existing ogg files with different ones. That has to be performed manually and isn't actually supported by the game. You can also change some of the definitions of when certain musical cues are played, using available [[music token]]s and [[sound token]]s in the raw files. However, you can't add new music or sounds other than replacing what's already there.&lt;br /&gt;
&lt;br /&gt;
=== Best practice ===&lt;br /&gt;
The current best practice is to not modify the original raw files, since most modifications can be made via mods. Mods can add new objects, add tokens to existing objects, and cut objects entirely. You should prefer SELECT over CUT, and prefer CUT over not loading vanilla raws.&lt;br /&gt;
&lt;br /&gt;
== Guide ==&lt;br /&gt;
This is intended to be a guide to inform those new to ''Dwarf Fortress'' modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of editing creatures, entities, materials ''et al'', and creating their own.&lt;br /&gt;
&lt;br /&gt;
Generally, breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.&lt;br /&gt;
&lt;br /&gt;
This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c. Per wiki tradition, it has been updated through all the major releases since then; hopefully it reflects current knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Token reference ===&lt;br /&gt;
It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found [[Token|here]].&lt;br /&gt;
&lt;br /&gt;
=== Basics of DF modding ===&lt;br /&gt;
To make a mod, one must put a folder into the &amp;lt;code&amp;gt;/mods/&amp;lt;/code&amp;gt; folder. The vast majority of modifications to the game can be done via this method. This folder should contain a file named &amp;quot;info.txt&amp;quot; and two subfolders: &amp;quot;graphics&amp;quot; (where you insert [[Graphics set repository|graphics sets]]), and &amp;quot;objects&amp;quot;, which contains all the data for, generally, everything in the game that is not hardcoded.&lt;br /&gt;
&lt;br /&gt;
The [[info.txt]] is formatted like so:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[ID:my_first_mod]&lt;br /&gt;
[NUMERIC_VERSION:1]&lt;br /&gt;
[DISPLAYED_VERSION:1.0.0]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1]&lt;br /&gt;
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:1.0.0]&lt;br /&gt;
[AUTHOR:Your Name Here]&lt;br /&gt;
[NAME:My First Mod]&lt;br /&gt;
[DESCRIPTION:A cool mod I made!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A mod should have all of these. There are a [[mod info token|few more tokens]], but the above are the important ones.&lt;br /&gt;
&lt;br /&gt;
Most of the game's vanilla content is in the same format as mods. Many text files can be found in the subfolders of the &amp;lt;code&amp;gt;/data/vanilla&amp;lt;/code&amp;gt; folder - these are the [[raw file|raw files]], and using them as a basis for modification is quite easy. For now, we will take a look at one of the existing files. For example, if you open &amp;lt;code&amp;gt;/data/vanilla/vanilla_creatures/creature_standard.txt&amp;lt;/code&amp;gt;, it should look something like this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 creature_standard&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:DWARF]&lt;br /&gt;
     [DESCRIPTION:A short, sturdy creature fond of drink and industry.]&lt;br /&gt;
     [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CASTE_NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CREATURE_TILE:1][COLOR:3:0:0]&lt;br /&gt;
     [CREATURE_SOLDIER_TILE:2]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file will be ignored by the game. &lt;br /&gt;
&lt;br /&gt;
'''In other words, to be recognized by the game, a raw file must have all of the following:'''&lt;br /&gt;
&lt;br /&gt;
# A filename that refers to the type of objects contained therein. '''Creature files must start with creature_, entity files must start with entity_, and so on.'''&lt;br /&gt;
# The filename on the first line of the file.&lt;br /&gt;
# [OBJECT:type], where &amp;quot;type&amp;quot; is replaced with the relevant object type.&lt;br /&gt;
&lt;br /&gt;
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, &amp;quot;[CREATURE:DWARF]&amp;quot;), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. ([[Duplicated raws|For example...]])  Below that, we have the body of the entry, which determines the entry's specific properties.&lt;br /&gt;
&lt;br /&gt;
The body of an entry is made up of a series of &amp;quot;tokens&amp;quot;, which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.&lt;br /&gt;
&lt;br /&gt;
Before we continue, a few key things to remember when modding the raw files:&lt;br /&gt;
&lt;br /&gt;
* Try to avoid modifying the existing raw files when possible. You should make a mod instead!&lt;br /&gt;
* When adding files, token identifiers are all you need to include to ensure proper references are maintained.  The game searches through all loaded raw files by tokens.  For example, you can add a new pair of leather boots and not even have to add it to a file named item_shoes.txt, but rather your own file, say item_shoes_new.txt and ensure you have the token listed, ex. [ITEM_SHOES:ITEM_SHOES_BOOTS_NEW].&lt;br /&gt;
&lt;br /&gt;
* When a new world is generated, the mods included are &amp;quot;baked in&amp;quot; and cannot be modified except to be updated--for this, the game checks that the mod used by the save is of a compatible NUMERIC_VERSION.&lt;br /&gt;
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities.&lt;br /&gt;
&lt;br /&gt;
=== Modifying the vanilla objects ===&lt;br /&gt;
&lt;br /&gt;
You should not modify the vanilla raws where they originally are if you can help it. Instead, patch them using the patching functions now provided with ''Dwarf Fortress'' since v50.01.&lt;br /&gt;
&lt;br /&gt;
There are two patching functions: SELECT and CUT. When SELECT is used, it lets you make changes to an object without needing the entire entry to be present in your mod file. When CUT is used, it forces the game to not use that object, even though it is still found in the vanilla raws (or in any other mods earlier in the load order). Both of these functions take the form of tokens. These functions are not universally applicable to any token found in any entry, just the following list of objects:&lt;br /&gt;
&lt;br /&gt;
CREATURE, ENTITY, INTERACTION, ITEM, WORD, TRANSLATION, SYMBOL, INORGANIC, PLANT, MUSIC, REACTION, SOUND&lt;br /&gt;
&lt;br /&gt;
The syntax required for these functions is: '''['''&amp;lt;function&amp;gt;'''_'''&amp;lt;object&amp;gt;''':'''&amp;lt;specific object being affected&amp;gt;''']'''. For instance, [CUT_PLANT:MUSHROOM_HELMET_PLUMP] cuts the plump helmet object in the vanilla file plant_standard.txt, so the game will not use that object at all. However, [SELECT_ITEM_HELM:ITEM_HELM_HELM] does not select the helm object from the vanilla file item_helm.txt, even though that's how the object appears in that file, because there is no [SELECT_ITEM_HELM] token. Instead, the helm would be selected with [SELECT_ITEM:ITEM_HELM_HELM].&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to mod beards onto dwarven women while also removing elephants from the game:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
creature_mypatch&lt;br /&gt;
&lt;br /&gt;
[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[SELECT_CREATURE:DWARF] starts editing DWARF from the end of the entry&lt;br /&gt;
    [SELECT_CASTE:FEMALE]&lt;br /&gt;
        [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
&lt;br /&gt;
[CUT_CREATURE:ELEPHANT] removes the ELEPHANT creature&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Or, say, add your own reaction and building to dwarves:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
entity_mypatch&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ENTITY]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ENTITY:MOUNTAIN]&lt;br /&gt;
    [PERMITTED_REACTION:MY_REACTION]&lt;br /&gt;
    [PERMITTED_BUILDING:MY_BUILDING]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
And in any of these, one can add the token [LOG_CURRENT_ENTRY] somewhere under one of the objects of the file, which logs the full contents of the object in question to logs\current_entry.txt. This can be useful to make sure that the patch is doing what you think it is. For instance if [LOG_CURRENT_ENTRY] were added on the next line after [CREATURE:DWARF] in your mod file, then the dwarf object would be the object detailed in the log entry.&lt;br /&gt;
&lt;br /&gt;
...Speaking of, let's move on to modifying and adding entities.&lt;br /&gt;
&lt;br /&gt;
=== Modding civilizations (entities) ===&lt;br /&gt;
&lt;br /&gt;
Entities - the objects that determine how civilizations work - are stored in &amp;lt;code&amp;gt;vanilla_entities/entity_default.txt&amp;lt;/code&amp;gt; (though, like all other files, you may add more). They follow the same format as any other raw file:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 entity_default&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:ENTITY]&lt;br /&gt;
 &lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQUENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the &amp;quot;ENTITY:&amp;quot; identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of &amp;quot;nested&amp;quot; tokens.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[CREATURE:]&amp;quot; links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and, therefore, the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the &amp;quot;CREATURE:DWARF&amp;quot; entry in entity_default.txt with &amp;quot;CREATURE:ELF&amp;quot; and you would be marching elves around in fortress mode, although they would still use dwarven technology, language and names and so forth. Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect; it will pick only one of the defined creatures at random to use for the civ. Later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[TRANSLATION:]&amp;quot; defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelled. The default language files are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[BIOME_SUPPORT:]&amp;quot; defines the biomes that civs will attempt to settle in. The &amp;quot;FREQUENCY&amp;quot; value determines the likelihood of them building there, but also raises an important point: most of the values you'll be setting for things are relative to each other. If one were to type:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This would have very much the same effect as:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:5]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[entity token|here]]. &lt;br /&gt;
&lt;br /&gt;
Besides those mentioned, some fundamental ones are the &amp;lt;code&amp;gt;[SITE_CONTROLLABLE]&amp;lt;/code&amp;gt; token, which lets you control the civ in fortress mode, the &amp;lt;code&amp;gt;[OUTSIDER_CONTROLLABLE]&amp;lt;/code&amp;gt; token, which allows you to play in adventure mode as an outsider, and the &amp;lt;code&amp;gt;[ALL_MAIN_POPS_CONTROLLABLE]&amp;lt;/code&amp;gt; token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are START_BIOME and the ones regarding sites, but in general, you can just run through the aforementioned list and add or remove what you want.&lt;br /&gt;
&lt;br /&gt;
If you have more than one civ with the &amp;lt;code&amp;gt;[SITE_CONTROLLABLE]&amp;lt;/code&amp;gt; token, all the available civs from those entities will appear in the group selection section on the embark screen. It may not be immediately obvious from which species each civ may be - while this can be determined from legends mode, the topmost species in the &amp;quot;neighbors&amp;quot; display in the embark screen is always the same as the currently selected species; if your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a civ (and therefore a species if there is more than one) at random.&lt;br /&gt;
&lt;br /&gt;
You can also attempt to discern the civ yourself by the names it uses - this is the realm of &amp;quot;symbols&amp;quot;, collections of words centered around a specific concept. The civ will use the words comprising whatever symbols are applicable to it for various things. This association might be a little confusing at first, so, let's refer to the DWARF entity:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 [SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, we can see that dwarves will generally name their wars first after words in the &amp;quot;NAME_WAR&amp;quot; symbol group, and then, after words in the &amp;quot;VIOLENT&amp;quot; symbol group. This might, for example, result in a war being named &amp;quot;The War of Carnage&amp;quot;. The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of VIOLENT with, say, PEACE and end up with a battle called &amp;quot;The Clash of Calm&amp;quot; or something.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 [SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The above applies here. Dwarves are fond of naming their roads and tunnels after... roads and tunnels.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 [CULL_SYMBOL:ALL:SUBORDINATE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:EVIL]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
 [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This section deals with everything else. The things that haven't already been dealt with (hence the &amp;quot;REMAINING&amp;quot;) - such as site names, kingdom names, the names of individuals, and such - will have names from the ARTIFICE and EARTH symbol groups. After that, the dwarf entity is told to cull all inappropriate symbols - this applies to everything (hence the &amp;quot;ALL&amp;quot;) so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's perceived personality.&lt;br /&gt;
&lt;br /&gt;
Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's &amp;quot;ENTITY:&amp;quot; identifier! This can be anything, so long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found [[position token|here]]; they don't require a great deal of explanation.&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
The following [[entity token]]s affect the appearance of [[trading]] [[caravan]]s:&lt;br /&gt;
&lt;br /&gt;
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.&lt;br /&gt;
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals (or ability to pull wagons), it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species or is forced to use a non-suitable creature by the [ANIMAL] definition [ALWAYS_WAGON_PULLER] on creature, caste or class.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.&lt;br /&gt;
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.&lt;br /&gt;
&lt;br /&gt;
=== Modding creatures ===&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun – you can change nearly any aspect of a creature, or make your own completely from scratch.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens [[creature token|here]]. But before you start creating your own creatures, you'll want to learn how the tissues system works.&lt;br /&gt;
&lt;br /&gt;
==== Creature materials and tissues ====&lt;br /&gt;
&lt;br /&gt;
In the most basic sense, a creature is a series of body parts. These parts are defined in their own file, and we'll talk about them later, as a specific aspect of how creatures work, which throws off a lot of prospective modders, is the relationship between body parts, tissues, and materials. We're going to show you part of the creature entry for a bronze colossus (bear with us):&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [TISSUE:BRONZE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At the top, we can see the &amp;quot;BODY:&amp;quot; token, followed by a list of body parts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues, and those tissues also have to be made out of something - in this case, bronze.&lt;br /&gt;
&lt;br /&gt;
Below the BODY token you'll see a TISSUE token, followed by an identifier, much like the others we've seen. The TISSUE block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the MUSCULAR, FUNCTIONAL and STRUCTURAL tokens. The tissue also references a material - INORGANIC:BRONZE - the properties of which are declared in the inorganic materials file, and the tissue is subsequently made out of this material. With us so far?&lt;br /&gt;
&lt;br /&gt;
Below the tissue definition is the TISSUE_LAYER line. TISSUE_LAYER allows you to control where each tissue is applied. Its first argument defines if it's to search by body part category (BY_CATEGORY), body part type (BY_TYPE), or look for a specific part (BY_TOKEN). That's followed by the parts argument itself, which is in this case ALL (so the game's looking for parts in all categories, which is to say, every body part). This is followed by the tissue to be applied, BRONZE. So the TISSUE_LAYER token is telling the game to select all body parts in every category and make them out of the tissue &amp;quot;BRONZE&amp;quot;. The colossus is now made of bronze.&lt;br /&gt;
&lt;br /&gt;
By now you're probably thinking &amp;quot;Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded&amp;quot; and you're right. Luckily, there are two methods by which we can speed things up a lot.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [TISSUE_TEMPLATE:BRONZE_TEMPLATE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Material templates work in the same way, but refer to materials instead of tissues.&lt;br /&gt;
&lt;br /&gt;
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is where body detail plans, which have their own file, and are designed to help automate some of the more common processes in creature creation, come in. The first entry in b_detail_plan_default.txt does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Much easier. But what about the TISSUE_LAYER tokens? Will we have to type out all of those manually?&lt;br /&gt;
&lt;br /&gt;
Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First an argument is placed in the plan (ARG1, ARG2 etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the VERTEBRATE_TISSUE_LAYERS plan, we'll be able to do something like this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by MUSCLE, ARG4 by BONE, and ARG5 by CARTILAGE. Hence, our creature's body part designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).&lt;br /&gt;
&lt;br /&gt;
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there are detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.&lt;br /&gt;
&lt;br /&gt;
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We leave the body stuff declared normally:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We then, in our own mod, select the appropriate material:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[SELECT_CREATURE:DWARF]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We don't want them burning to death, so we'll need to stop that from happening:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[SELECT_CREATURE:DWARF]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     [SELECT_MATERIAL:ALL]&lt;br /&gt;
         [HEATDAM_POINT:NONE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that this makes use of DF's built-in temperature scale. You can read more about that [[Temperature|on this page]]. We're also referencing material tokens, which we haven't gone over yet - we'll talk about making your own materials later.&lt;br /&gt;
&lt;br /&gt;
==== Creature castes ====&lt;br /&gt;
&lt;br /&gt;
Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes.&lt;br /&gt;
&lt;br /&gt;
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in creature_subterrenean.txt:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [CASTE:WORKER]&lt;br /&gt;
         [CASTE_NAME:worker ant woman:worker ant women:worker ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:10000]&lt;br /&gt;
     [CASTE:SOLDIER]&lt;br /&gt;
         [CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:1000]&lt;br /&gt;
     [CASTE:DRONE]&lt;br /&gt;
         [MALE]&lt;br /&gt;
         [CASTE_NAME:drone ant man:drone ant men:drone ant man]&lt;br /&gt;
         [POP_RATIO:5]&lt;br /&gt;
     [CASTE:QUEEN]&lt;br /&gt;
         [FEMALE]&lt;br /&gt;
         [CASTE_NAME:queen ant woman:queen ant women:queen ant woman]&lt;br /&gt;
         [POP_RATIO:1]&lt;br /&gt;
     [SELECT_CASTE:WORKER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:SOLDIER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:QUEEN]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
     [SELECT_CASTE:DRONE]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
         [FLIER]&lt;br /&gt;
     [SELECT_CASTE:ALL]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
         [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
         [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
         [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
             [ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
             [ATTACK_VERB:punch:punches]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.&lt;br /&gt;
&lt;br /&gt;
In this case, each caste is declared, given its own name, and a POP_RATIO, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the DRONE and QUEEN castes have the MALE and FEMALE tokens respectively - these tokens determine how breeding works. A creature without both a MALE caste and a FEMALE caste will be unable to breed (no asexually reproducing creatures yet, unfortunately). As they lack FEMALE, the workers and soldiers are unable to breed with the male drones.&lt;br /&gt;
&lt;br /&gt;
After this, there are some modifications to bodyparts. In this case, the drones have wings and the FLIER token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body structures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed.&lt;br /&gt;
&lt;br /&gt;
That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.&lt;br /&gt;
&lt;br /&gt;
=== Modding items ===&lt;br /&gt;
&lt;br /&gt;
Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, [[Item definition token|item definition tokens]] don't seem to be especially well-documented (at least not as well as the other object types), but you should be able to figure out most things by way of our explanations and your assumptions.&lt;br /&gt;
&lt;br /&gt;
Let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
 [STRUCTURAL_ELASTICITY_WOVEN_THREAD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.&lt;br /&gt;
&lt;br /&gt;
Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..&lt;br /&gt;
&lt;br /&gt;
Weapons involve a little more detail:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
 [NAME:two-handed sword:two-handed swords]&lt;br /&gt;
 [SIZE:900]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [TWO_HANDED:67500]&lt;br /&gt;
 [MINIMUM_SIZE:62500]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
 [ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. MINIMUM_SIZE determines the minimum size a creature must be before the weapon can be wielded, while TWO_HANDED determines how large a creature must be in order to wield the weapon with one hand.&lt;br /&gt;
&lt;br /&gt;
Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.&lt;br /&gt;
&lt;br /&gt;
Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat. But more accurate it describe distribution of momentum across length of weapon. So STAB perfomed with only muscular power and modifier is x1 (1000). SLASH performed with some rotating momentum of cutting edge, but sword is pretty balanced thru it's length and modifier is just x1.25 (1250). Axes, hammers and maces have more unbalanced mass distribution and weapon mass concentrated far from grasp, so higher modifiers.&lt;br /&gt;
&lt;br /&gt;
ATTACK_PREPARE_AND_RECOVER determine number of game frames to perform these actions. In vanilla almost not varies for different weapons.&lt;br /&gt;
&lt;br /&gt;
Other, more miscellaneous items are generally simple and shouldn't require any further explanation.&lt;br /&gt;
&lt;br /&gt;
Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.&lt;br /&gt;
&lt;br /&gt;
=== Modding language files ===&lt;br /&gt;
{{main|Language token}}&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species.  Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way!  If you want to create a whole new language, it is very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN].  After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word.  That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
All raw files use Code Page 437 encoding, and you should make sure you are editing these files in that format. As many text editors default to UTF-8, some characters with diacritical marks may fail to show properly. Saving one of the default language raw files in this state will overwrite these characters with the unicode question mark, which will corrupt the file. To fix this  replace the file with a clean one downloaded from the distributed version of DF.&lt;br /&gt;
&lt;br /&gt;
(Note that the name of the file doesn't actually matter; however, it's good form to name the file after a creature if only that creature speaks the language.)&lt;br /&gt;
&lt;br /&gt;
=== Modding body parts ===&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each body part will link itself to the appropriate connection automatically when the creature is first created.&lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a body part definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The most important tokens are &amp;quot;CONTYPE&amp;quot; and &amp;quot;CON&amp;quot;: CONTYPE means the body part in question is connected to a certain ''type'' of body part, while CON means it's connected to a ''specific'' one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the body part's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.&lt;br /&gt;
&lt;br /&gt;
A list of body part tokens can be found [[body token|here]].&lt;br /&gt;
&lt;br /&gt;
Let's take a simple example, a head:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]&lt;br /&gt;
 [DEFAULT_RELSIZE:300]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It connects directly to an upper body.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:2EYES]&lt;br /&gt;
     [BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
     [BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These are a pair of eyes, connecting to the head.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:HUMANOID]&lt;br /&gt;
     [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]&lt;br /&gt;
         [DEFAULT_RELSIZE:300]&lt;br /&gt;
     [BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
     [BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An entire humanoid body. The foot bone's connected to the ankle bone...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BODYGLOSS&amp;quot; entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via &amp;quot;[BODYGLOSS:CLAW_HAND]&amp;quot; and it'll replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. Be warned, however—if you were to, say make a bodygloss [BODYGLOSS:EARSTALK:ear:stalk:ears:stalk], it would not only change &amp;quot;ear&amp;quot; and &amp;quot;ears&amp;quot; to &amp;quot;stalk&amp;quot; and &amp;quot;stalks&amp;quot;, it would also change &amp;quot;h'''ear'''t&amp;quot; to &amp;quot;h'''stalk'''t&amp;quot;! For all intents and purposes the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
=== Modding plants ===&lt;br /&gt;
&lt;br /&gt;
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. [[Plant token|Here's the list of plant-specific tokens]].&lt;br /&gt;
&lt;br /&gt;
Below is the [[plump helmet]] raw description:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
 	[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[PICKED_TILE:161][PICKED_COLOR:6:13:0]&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
 &lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:142]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:28]&lt;br /&gt;
 	[SHRUB_COLOR:5:13:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:5:6:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Let's look at this line by line:&amp;lt;br&amp;gt;&lt;br /&gt;
First, we define its file name. In this case it's MUSHROOM_HELMET_PLUMP. Next we define its in-game name (plump helmet) and its adjective for if you were to craft with it (e.g. plump helmet earrings).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This defines the structure and material of the plant. It references STRUCTURAL_PLANT_TEMPLATE in the first line, so if you were to say, add wings to the template, the plump helmet plant would be winged. This is for the plant itself, not the end plump helmets.&lt;br /&gt;
&lt;br /&gt;
After that we get our edible tokens. These say that vermin can eat the plant, and it can be eaten raw or cooked by your dwarves. So if you wanted a plant vermin would leave alone, you'd remove the [EDIBLE_VERMIN] token.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Next, [PICKED_TILE:161] is the character (161 in this case) shown when the crop is harvested. See [[Main:Character table|character table]] for a table of usable tiles. [PICKED_COLOR:6:13:0] is the color used for the crop's tile when harvested. It's in a foreground:background:brightness format. See [[color]] for the colors usable.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[PICKED_TILE:161][PICKED_COLOR:6:13:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[GROWDUR:300] is how long it takes for your crop to grow. There are 1008 growdur units in a season.&amp;lt;br&amp;gt;&lt;br /&gt;
[VALUE:2] Is the value of the harvested plant (default 1). &lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This defines the plant's alcohol states. [STATE_NAME_ADJ:ALL_SOLID:] is the frozen name, followed is the actual drink name, and then its boiling name. These are achieved by either Scorching or Freezing climates. [DISPLAY_COLOR] is, of course, color, and [EDIBLE_RAW] and [EDIBLE_COOKED] are saying you can drink the alcohol raw or cooked.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After that we get our seed template:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
And all this says is that the seeds may be eaten by vermin or cooked. Then it gives the name of our plant's seed, its plural name, its foreground, background, and brightness colors, followed by its seed material; said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
And finally for the last chunk we have this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:142]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:28]&lt;br /&gt;
 	[SHRUB_COLOR:5:13:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:5:6:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First we define what season(s) the plant may grow in, then we define how frequently this plant is generated in a particular area, followed by how many harvested crop items may come from 1 plant. [PREFSTRING:] is what your dwarves like about the plant, which in this case is the rounded tops. [WET][DRY] are the conditions under which the plant can grow. Wet means it can grow close to water, dry means it can grow away from water. This does not mean you can grow the plant on dry stone however. It is just for natural spawning of the plant.&amp;lt;br&amp;gt;&lt;br /&gt;
[BIOME] Is what biome the plant grows in. [UNDERGROUND_DEPTH:Minimum:Maximum] Is the highest and lowest cavern levels that the plant can appear in if its biome is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to 0:0 (surface only).&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, [SHRUB_TILE] is the character used for the naturally spawning shrub of this plant, [DEAD_SHRUB] is the dead shrub character. [SHRUB_COLOR] Is the shrub's color, and [DEAD_SHRUB_COLOR] is, of course, the dead shrub's color.&lt;br /&gt;
&lt;br /&gt;
While this may or may not look like a lot of tokens, it's very easy. Just copy an existing plant and edit it to your new plant.&amp;lt;br&amp;gt;&lt;br /&gt;
For the rest of the tokens, see [[plant token]].&lt;br /&gt;
&lt;br /&gt;
==== Trees ====&lt;br /&gt;
&lt;br /&gt;
Trees are another kind of plant that can be modded. Being plants, they use many of the same tokens as edible crops, but differ in having a few tree-specific tokens.&lt;br /&gt;
&lt;br /&gt;
Below is the [[apple|apple tree]] raw description:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  [PLANT:APPLE] malus sieversii&lt;br /&gt;
  	[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
  	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]&lt;br /&gt;
  		[STATE_NAME:ALL_SOLID:apple wood]&lt;br /&gt;
  		[STATE_ADJ:ALL_SOLID:apple wood]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  		[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm&lt;br /&gt;
  		[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
    		[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:LIQUID:apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:GAS:boiling apple cider]&lt;br /&gt;
  		[MATERIAL_VALUE:2]&lt;br /&gt;
  		[DISPLAY_COLOR:6:0:0]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
    		[EDIBLE_COOKED]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:GREEN]&lt;br /&gt;
  		[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:ROSE]&lt;br /&gt;
  		[DISPLAY_COLOR:5:0:1]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:RUST]&lt;br /&gt;
  		[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
  		[EDIBLE_COOKED]&lt;br /&gt;
  		[STOCKPILE_PLANT_GROWTH]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
  		[MATERIAL_VALUE:1]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  	[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]&lt;br /&gt;
  	[TRUNK_PERIOD:10]&lt;br /&gt;
  	[HEAVY_BRANCH_DENSITY:25]&lt;br /&gt;
  	[BRANCH_DENSITY:50]&lt;br /&gt;
  	[MAX_TRUNK_HEIGHT:3]&lt;br /&gt;
  	[HEAVY_BRANCH_RADIUS:1]&lt;br /&gt;
  	[BRANCH_RADIUS:2]&lt;br /&gt;
  	[TRUNK_BRANCHING:2]&lt;br /&gt;
  	[MAX_TRUNK_DIAMETER:1]&lt;br /&gt;
  	[TRUNK_WIDTH_PERIOD:200]&lt;br /&gt;
  	[ROOT_DENSITY:5]&lt;br /&gt;
  	[ROOT_RADIUS:3]&lt;br /&gt;
  	[STANDARD_TILE_NAMES]&lt;br /&gt;
  	[PREFSTRING:fruit]&lt;br /&gt;
  	[DRY]&lt;br /&gt;
  	[BIOME:ANY_TEMPERATE]&lt;br /&gt;
  	[SAPLING]&lt;br /&gt;
  	[GROWTH:LEAVES]&lt;br /&gt;
  		[GROWTH_NAME:apple leaf:apple leaves]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_HOST_TILE:SAPLING]&lt;br /&gt;
  		[GROWTH_TIMING:0:300000]&lt;br /&gt;
  		[GROWTH_PRINT:0:6:2:0:0:0:209999:1]&lt;br /&gt;
  		[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color&lt;br /&gt;
  		[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]&lt;br /&gt;
 		[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]&lt;br /&gt;
   		[GROWTH_DROPS_OFF]&lt;br /&gt;
  	[GROWTH:FLOWERS]&lt;br /&gt;
  		[GROWTH_NAME:apple flower:STP]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_TIMING:60000:119999]&lt;br /&gt;
  		[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]&lt;br /&gt;
 	[GROWTH:FRUIT]&lt;br /&gt;
  		[GROWTH_NAME:apple:STP]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
   		[GROWTH_TIMING:120000:200000]&lt;br /&gt;
  		[GROWTH_DROPS_OFF_NO_CLOUD]&lt;br /&gt;
  		[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]&lt;br /&gt;
  		[GROWTH_HAS_SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first lines are the same as the ones we saw being used in the plump helmets, defining the plant object, giving it a name, and deciding that it should use the standard STRUCTURAL_PLANT material for its structure.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [PLANT:APPLE] malus sieversii&lt;br /&gt;
 	[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Adding the token [[DF2014:Material_definition_token#DISPLAY_COLOR|DISPLAY_COLOR]] directly after [USE_MATERIAL_TEMPLATE] would allow us to change the color of the tree.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
        [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
        	[DISPLAY_COLOR:1:0:0]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
would give us a dark blue apple tree. This method is used by the game in [[birch|birches]] and [[spore tree|various]] [[nether-cap|underground]] [[blood thorn|trees]].&lt;br /&gt;
&lt;br /&gt;
Next come the definitions of various other materials used by the tree:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
        [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]&lt;br /&gt;
  		[STATE_NAME:ALL_SOLID:apple wood]&lt;br /&gt;
  		[STATE_ADJ:ALL_SOLID:apple wood]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  		[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm&lt;br /&gt;
  		[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
    		[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:LIQUID:apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:GAS:boiling apple cider]&lt;br /&gt;
  		[MATERIAL_VALUE:2]&lt;br /&gt;
  		[DISPLAY_COLOR:6:0:0]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
    		[EDIBLE_COOKED]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:GREEN]&lt;br /&gt;
  		[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:ROSE]&lt;br /&gt;
  		[DISPLAY_COLOR:5:0:1]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:RUST]&lt;br /&gt;
  		[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
  		[EDIBLE_COOKED]&lt;br /&gt;
  		[STOCKPILE_PLANT_GROWTH]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
  		[MATERIAL_VALUE:1]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  	[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From them, we get to know what the parts of the tree can be used for, as well as how they will appear when separated from the tree. Any alterations that can be done to materials normally can be done here, such as changing the value or adding a [[syndrome]].&lt;br /&gt;
&lt;br /&gt;
 	[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]&lt;br /&gt;
&lt;br /&gt;
[TREE] is what turns your plant object into an actual tree. The following argument describes what material the harvested logs should be made of. If NONE, the felled tree will give no logs. [TREE_TILE] is the tile the tree shows up as on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that all vanilla trees (that give logs) use the WOOD material defined above as the argument for [TREE], as opposed to the STRUCTURAL material. Thus, any changes to the properties of the wood harvested should be done to the WOOD material.&lt;br /&gt;
&lt;br /&gt;
The following tokens decide the dimensions of the tree, and how it grows.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
    [TRUNK_PERIOD:10]&lt;br /&gt;
 	[HEAVY_BRANCH_DENSITY:25]&lt;br /&gt;
 	[BRANCH_DENSITY:50]&lt;br /&gt;
 	[MAX_TRUNK_HEIGHT:3]&lt;br /&gt;
 	[HEAVY_BRANCH_RADIUS:1]&lt;br /&gt;
 	[BRANCH_RADIUS:2]&lt;br /&gt;
 	[TRUNK_BRANCHING:2]&lt;br /&gt;
 	[MAX_TRUNK_DIAMETER:1]&lt;br /&gt;
 	[TRUNK_WIDTH_PERIOD:200]&lt;br /&gt;
 	[ROOT_DENSITY:5]&lt;br /&gt;
 	[ROOT_RADIUS:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[TRUNK_PERIOD] and [TRUNK_WIDTH_PERIOD] determine how long it takes for the trunk to grow one tile taller respectively wider, in years. [MAX_TRUNK_HEIGHT:3] and [MAX_TRUNK_DIAMETER:1] determine the maximum value the above can reach. [TRUNK_BRANCHING] decides how &amp;quot;curvy&amp;quot; the tree is, with [TRUNK_BRANCHING:0] meaning the tree is entirely straight. &lt;br /&gt;
&lt;br /&gt;
[HEAVY_BRANCH_DENSITY:25], [HEAVY_BRANCH_RADIUS:1], [BRANCH_DENSITY:50], [BRANCH_RADIUS:2], [ROOT_DENSITY:5], and [ROOT_RADIUS:3] determine the density (how many are there, integer ranging 0-100) and radius (in tiles) away from the trunk, of heavy branches, normal branches and roots respectively.&lt;br /&gt;
&lt;br /&gt;
[STANDARD_TILE_NAMES] makes the tree use standard names for the trunk, branches etc. Otherwise custom ones can be used. (see [[Plant_token|full plant token list]])&lt;br /&gt;
&lt;br /&gt;
[SAPLING] ensures saplings of this tree are called &amp;quot;[tree name] sapling&amp;quot;, instead of the standard &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Lastly, we are introduced to the [GROWTH] token. [GROWTH] defines growths growing on a plant, in this case our apple tree. Apple trees have three growths: leaves, flowers and fruits.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  [GROWTH:FRUIT]&lt;br /&gt;
 		[GROWTH_NAME:apple:STP]&lt;br /&gt;
 		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]&lt;br /&gt;
 		[GROWTH_DENSITY:1000]&lt;br /&gt;
 		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_TIMING:120000:200000]&lt;br /&gt;
 		[GROWTH_DROPS_OFF_NO_CLOUD]&lt;br /&gt;
 		[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]&lt;br /&gt;
 		[GROWTH_HAS_SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First comes the name of the growth. Then, with [GROWTH_ITEM], what kind of growth it is, in this case a PLANT_GROWTH made out of the local FRUIT material. [GROWTH_DENSITY] says how densely the growth grows, and [GROWTH_HOST_TILE] where on the tree it grows. [GROWTH_TIMING] decides when the growth appears, in annual ticks. The growth then drops off, leaving no clouds (items to be picked up by your dwarves). [GROWTH_PRINT] sets it to look like a red '%', and [GROWTH_HAS_SEED] implies that eating this growth will leave you with a seed.&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
Workshops are raw-designed pretty differently from everything else in the game, being buildable structures rather than items or methods to gain items. However, they are fairly simple. For example, here's the raw for the [[soap maker's workshop]]:&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
[BUILDING_WORKSHOP:SOAP_MAKER]&lt;br /&gt;
	[NAME:Soap Maker's Workshop]&lt;br /&gt;
	[NAME_COLOR:7:0:1]&lt;br /&gt;
	[DIM:3:3]&lt;br /&gt;
	[WORK_LOCATION:2:2]&lt;br /&gt;
	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
	[BUILD_KEY:CUSTOM_SHIFT_P]&lt;br /&gt;
	[BLOCK:1:0:0:0] workbenches no longer block&lt;br /&gt;
	[BLOCK:2:0:0:0]&lt;br /&gt;
	[BLOCK:3:0:0:0]&lt;br /&gt;
	[TILE:0:1:' ':' ':150]&lt;br /&gt;
	[TILE:0:2:' ':' ':'/']&lt;br /&gt;
	[TILE:0:3:'-':' ':' ']&lt;br /&gt;
	[COLOR:0:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:1:1:' ':' ':'=']&lt;br /&gt;
	[TILE:1:2:'-':' ':8]&lt;br /&gt;
	[TILE:1:3:' ':' ':150]&lt;br /&gt;
	[COLOR:1:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:2:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:3:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[TILE:2:1:'-':' ':8]&lt;br /&gt;
	[TILE:2:2:' ':' ':8]&lt;br /&gt;
	[TILE:2:3:' ':150:' ']&lt;br /&gt;
	[COLOR:2:1:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:3:0:0:0:6:0:0:0:0:0]&lt;br /&gt;
	[TILE:3:1:150:' ':8]&lt;br /&gt;
	[TILE:3:2:' ':' ':8]&lt;br /&gt;
	[TILE:3:3:' ':240:' ']&lt;br /&gt;
	[COLOR:3:1:6:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:2:0:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:3:0:0:0:7:0:1:0:0:0]&lt;br /&gt;
	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
	[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A line-by-line breakdown:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[NAME:Soap Maker's Workshop]&lt;br /&gt;
 	[NAME_COLOR:7:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These are the name of the workshop (&amp;quot;Soap Maker's Workshop&amp;quot;) and [[color]] of the workshop's name when examined with 'q' (White with a black background).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[DIM:3:3]&lt;br /&gt;
 	[WORK_LOCATION:2:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
DIM refers to how large the workshop will be, in this case 3 wide, 3 tall. WORK_LOCATION tells where the creature using it (usually a dwarf) will work, numbered from the top right--in this case, 2:2, or the middle. Multiple work locations can be defined, even outside the dim.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
 	[BUILD_KEY:CUSTOM_SHIFT_S]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These refer to the worker required to build it (soap maker) and the key used to build it in the workshop menu (capital S).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  	[BLOCK:1:0:0:0]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
This is a bit more complex, and is where we get to the meaty part of workshop making--the tiles' properties. BLOCK refers to which tiles will be untraversable--1 means blocked, 0 means unblocked. The first number refers to row, and the next 3 refer to column, so 1:0:0:0 means that, on the first row, all tiles will be unblocked. This is the case for all vanilla workshops, as of now.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[TILE:0:1:' ':' ':150]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
The TILE token tells which tile will go where. note, however, that there are 5 entries here instead of 4. The first number, in this case, refers to build stage, numbered from 0 to 3; 3 or 1 is fully built (depending on whether there are stages), 0 is just placed, and 2 is always an intermediate stage, while 1 is usually an intermediate stage. Whether 1 is an intermediate stage or not depends on if there are a 2 and 3 stage; if 2 and 3 exist, 1 will be intermediate. The second number and beyond are similar to BLOCK; however, instead of 1s and 0s, you must input tiles. The tiles themselves can be given in quotes (as in ' ') or given as a number, which can be looked up [[Tilesets|here]]. Here, we have 150, which is û.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[COLOR:1:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
Color is as TILE, but with colors instead of tiles; however, colors are made up of 3 numbers each or MAT. MAT refers to the color of the material used to make it; the 3 numbers refer to foreground:background:foreground brightness, and can be looked up [[Color|here]]. For example, 4:2:1 will give you bright red with a dark green background.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
 	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
}}&lt;br /&gt;
These refer to items required to build the building. These are in the same format as [[Reaction|reaction reagents and products]]--quantity:[[Item token|item]]:[[Material token|material]]. You'll learn more about those on the article about [[Reaction|reactions]], though. The second BUILD_ITEM is special-- it uses modifiers exclusively to determine its requirements. BUILDMAT refers to wood logs, wood blocks, stone boulders, and stone blocks; WORTHLESS_STONE_ONLY means it can't use economic stone; CAN_USE_ARTIFACT means that it... can use artifacts. EMPTY, in the bucket's case, means that the bucket must be empty.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the text in the tooltip shown when the building is highlighted by the mouse in the workshops list.&lt;br /&gt;
&lt;br /&gt;
More can be seen at the [[Building token|building tokens]] article.&lt;br /&gt;
&lt;br /&gt;
=== Reactions ===&lt;br /&gt;
&lt;br /&gt;
Reactions are the crafting recipes used in [[workshop]]s, and by the [[adventurer mode|adventurer]]. By adding new reactions you can make new items available, or enable you to get items or materials in new ways. The reactions can also be given to entities, in which case they will make use of them during both world gen and play; making a reaction that creates [[steel]] directly from [[plant fiber]]s, would allow the elves to craft steel and arrive clad in it in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Not all crafting reactions are defined in the raws, but some are, such as those for [[ceramic industry|pottery]] and [[Metal#Alloys_2|alloy]] making.&lt;br /&gt;
&lt;br /&gt;
An in-depth guide for reactions is available [[Reactions|here]].&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
As we've seen when talking about creatures, materials are vital. Materials show up in two forms: material templates, which generally show up in creatures, and specific materials (designated as &amp;quot;inorganic&amp;quot;), which are (by default, at least) consigned purely to metal and stone types.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at METAL_TEMPLATE in material_template_default.txt. It's evident that most of the basic properties of metals are already defined in the template - it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.&lt;br /&gt;
&lt;br /&gt;
Now let's take a look at inorganic_metal.txt. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.&lt;br /&gt;
&lt;br /&gt;
Finally, let's look at inorganic_stone_mineral.txt. Here we can see that in addition to the changes made to the template, there are also ENVIRONMENT tokens - these tell the game where to place these minerals during worldgen.&lt;br /&gt;
&lt;br /&gt;
[[material definition token|Here's a list of material tokens]]. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, leather and iron - they're fundamentally the same thing, just with different properties, which is how things really should be.&lt;br /&gt;
&lt;br /&gt;
== Selecting and Cutting ==&lt;br /&gt;
&lt;br /&gt;
[[Modding#Modifying_the_vanilla_objects|As explained above]], existing raws can be altered with the use of SELECT, and can also be culled with CUT for more granular control, compared to simply unloading vanilla content in the mod loader. Token behavior when multiple tokens are added is dependent on the individual token. Removing tags from an object without cutting and recreating the object in question is typically impossible, except for creature object tags removed and/or replaced with the use of [[Creature_variation_token|creature variation tokens]].&lt;br /&gt;
&lt;br /&gt;
The syntax for selecting and cutting objects is as follows:&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
Substitute X for the desired object.&lt;br /&gt;
&lt;br /&gt;
[SELECT_CREATURE:X]&lt;br /&gt;
[CUT_CREATURE:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ENTITY:X]&lt;br /&gt;
[CUT_ENTITY:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_INTERACTION:X]&lt;br /&gt;
[CUT_INTERACTION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ITEM:X]&lt;br /&gt;
[CUT_ITEM:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_WORD:X]&lt;br /&gt;
[CUT_WORD:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_TRANSLATION:X]&lt;br /&gt;
[CUT_TRANSLATION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:X]&lt;br /&gt;
[CUT_SYMBOL:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_INORGANIC:X] &lt;br /&gt;
[CUT_INORGANIC:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_PLANT:X]&lt;br /&gt;
[CUT_PLANT:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_MUSIC:X]&lt;br /&gt;
[CUT_MUSIC:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_REACTION:X]&lt;br /&gt;
[CUT_REACTION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_SOUND:X]&lt;br /&gt;
[CUT_SOUND:X]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
:''Main articles: [[:Category:Modding_Examples]]''&lt;br /&gt;
&lt;br /&gt;
The Hydling below was made by Mysteryguye (and annotated, updated and separated into blocks by Putnam), to act as an example creature.&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
 [CREATURE:HYDLING]&lt;br /&gt;
 	[DESCRIPTION:A seven-headed small hairy thing, about the size of a dog. It is very loyal to its masters, and will promptly disembowel any enemy straying too close.]&lt;br /&gt;
 	This is the description that shows up in-game when viewing the creature.&lt;br /&gt;
&lt;br /&gt;
 	[NAME:hydling:hydlings:hydlish] If there were a civ made of hydlings, it would appear as &amp;quot;hydlings&amp;quot; in the neighbors screen.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE_NAME:hydling:hydlings:hydlish]&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_TILE:'='][COLOR:2:0:1] Will appear as a light green &amp;quot;=&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[PETVALUE:40][NATURAL] Creature is known to be naturally occurring by the game. Will cost 40 embark points to buy.&lt;br /&gt;
&lt;br /&gt;
 	[LARGE_ROAMING] Will spawn outdoors, wandering around.&lt;br /&gt;
&lt;br /&gt;
 	[COMMON_DOMESTIC][TRAINABLE][PET] Can be bought on embark as a pet, war animal, or hunting animal.&lt;br /&gt;
&lt;br /&gt;
 	[BONECARN] Can eat meat and bones only--no vegetables.&lt;br /&gt;
&lt;br /&gt;
 	[PREFSTRING:loyalty] Dwarves will like it for its loyalty.&lt;br /&gt;
&lt;br /&gt;
 	[LARGE_PREDATOR] Will attack rather than flee.&lt;br /&gt;
&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]&lt;br /&gt;
&lt;br /&gt;
 	Has a lower body, upper body, 4 legs, a tail, fourteen eyes, fourteen ears, seven noses, two lungs, a heart, guts, a pancreas etc., and 7 heads with all that goes with those.&lt;br /&gt;
&lt;br /&gt;
 	[BODYGLOSS:PAW] Feet will be called &amp;quot;paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_MATERIALS] Declares the standard materials that most creatures' tissues are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_TISSUES] This declares the tissues that the creature's tissue layers are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] And this describes the tissue layers that the creature is made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] Creature will be covered with a layer of fur.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE] And it'll have nails.&lt;br /&gt;
&lt;br /&gt;
 	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
&lt;br /&gt;
 	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT] On the toe, specifically.&lt;br /&gt;
&lt;br /&gt;
 	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
 	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
 		[TL_MAJOR_ARTERIES] Heart and throat--called above--will cause heavy bleeding if ruptured.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] Places eyes, ears and what-have-you into their correct placement, so that you don't have people punching out eyes from behind.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] Sets the ribcage as being around lungs and heart.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] Defines sinew so that...&lt;br /&gt;
 	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200] Tendons...&lt;br /&gt;
 	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] ...And ligaments can be defined.&lt;br /&gt;
&lt;br /&gt;
 	[HAS_NERVES] Creature has nerves, and as such can be disabled by severing them.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] Defines the material BLOOD using the template BLOOD_TEMPLATE.&lt;br /&gt;
 	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] Defines the creature's BLOOD as being made of the above-defined BLOOD material in a LIQUID state.&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_CLASS:GENERAL_POISON] Creature can be affected by syndromes that affect GENERAL_POISON.&lt;br /&gt;
&lt;br /&gt;
 	[GETS_WOUND_INFECTIONS] Pretty much self-explanatory. Creature can get infected from wounds.&lt;br /&gt;
 	[GETS_INFECTIONS_FROM_ROT] And from necrosis.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE] Defines PUS using PUS_TEMPLATE.&lt;br /&gt;
 	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID] Defines PUS as being made of PUS.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_SIZE:0:0:1000] Creature will be 1000 cubic centimeters at birth...&lt;br /&gt;
 	[BODY_SIZE:1:0:12500] 12500 cubic centimeters at 1 year old...&lt;br /&gt;
 	[BODY_SIZE:2:0:30000] and 30000 cubic centimeters at 2.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] Creature can be anywhere from 90% to 110% as long as others.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] As above, but with height.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] As above, but with broadness. This puts the minimum size of the creature (when fully grown) at 21870 and the maximum size at 39930.&lt;br /&gt;
&lt;br /&gt;
 	[MAXAGE:20:30] Creature will die of old age between the ages of 20 and 30, no later than 30, no sooner than 20.&lt;br /&gt;
&lt;br /&gt;
 	[CAN_DO_INTERACTION:MATERIAL_EMISSION] Creature can use the MATERIAL_EMISSION interaction.&lt;br /&gt;
 		[CDI:ADV_NAME:Hurl fireball] In adventurer mode, the MATERIAL_EMISSION interaction will appear as &amp;quot;Hurl fireball&amp;quot;.&lt;br /&gt;
 		[CDI:USAGE_HINT:ATTACK] Creature will use MATERIAL_EMISSION when it's attacking, on creatures that it's attacking.&lt;br /&gt;
 		[CDI:BP_REQUIRED:BY_CATEGORY:HEAD] Creature must have at least one HEAD to use MATERIAL_EMISSION.&lt;br /&gt;
 		[CDI:FLOW:FIREBALL] The MATERIAL_EMISSION will shoot a fireball.&lt;br /&gt;
 		[CDI:TARGET:C:LINE_OF_SIGHT] The target for the emission--a location--must be within the line of sight of the Hydling.&lt;br /&gt;
 		[CDI:TARGET_RANGE:C:15] And must be, at most, 15 tiles away.&lt;br /&gt;
 		[CDI:MAX_TARGET_NUMBER:C:1] The hydling can only shoot at one target at a time...&lt;br /&gt;
 		[CDI:WAIT_PERIOD:30] and only every 30 ticks (3 tenths of a second at 100 FPS)&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH] Defines a BITE attack that uses teeth.&lt;br /&gt;
 		[ATTACK_SKILL:BITE] Attack uses the BITE skill.&lt;br /&gt;
 		[ATTACK_VERB:nom:noms] &amp;quot;The Hydling noms the Elf in the left first toe, tearing the muscle!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Will use all of the tooth. Note that this can be more than 100.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] Will sink the tooth all the way in. This can also be more than 100.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an EDGE attack.&lt;br /&gt;
 		[ATTACK_PRIORITY:MAIN] Attack is of priority MAIN. Other option is SECOND.&lt;br /&gt;
 		[ATTACK_FLAG_CANLATCH] Attack can latch on.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3] Takes 3 ticks to wind up attack and 3 to recover from it.&lt;br /&gt;
                [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] Can use each head independently.&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL] As above, but for nail instead of teeth.&lt;br /&gt;
 		[ATTACK_SKILL:STANCE_STRIKE] Uses the kicking skill.&lt;br /&gt;
 		[ATTACK_VERB:slice:slices] &amp;quot;You slice the Elf in the left foot and the severed part sails off in an arc!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Uses the whole nail.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] The whole nail goes in.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an edge attack.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
&lt;br /&gt;
 	[CHILD:1] Hydling will become an adult at 1 year old.&lt;br /&gt;
&lt;br /&gt;
 	[GENERAL_CHILD_NAME:hydie:hydies] Children will appear as &amp;quot;hydies&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[DIURNAL] Is active during the daytime.&lt;br /&gt;
&lt;br /&gt;
 	[HOMEOTHERM:10070] Has a body temperature of 102 Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] Can run at 25 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] Can swim at 10 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] Can crawl at 5 kph&lt;br /&gt;
 	[SWIMS_INNATE]Swims innately.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:FEMALE] Defines a caste called FEMALE.&lt;br /&gt;
 		[FEMALE] FEMALE caste is female.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:MALE] As above, but with male.&lt;br /&gt;
 		[MALE] See above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{catbox|DF2014:Modding}}&lt;br /&gt;
&lt;br /&gt;
* [[Raw file]]&lt;br /&gt;
* [[Token]]&lt;br /&gt;
* [[Modding pitfalls]]&lt;br /&gt;
* [[Cheating]]&lt;br /&gt;
* Bay 12 Guide: https://bay12games.com/dwarves/modding_guide.html&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Modding]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:List_of_mods&amp;diff=293180</id>
		<title>Talk:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:List_of_mods&amp;diff=293180"/>
		<updated>2023-05-01T22:58:49Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF Assistant ==&lt;br /&gt;
&lt;br /&gt;
This is an app; it's own utility: https://dffd.bay12games.com/file.php?id=16568&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:List_of_mods&amp;diff=293179</id>
		<title>Talk:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:List_of_mods&amp;diff=293179"/>
		<updated>2023-05-01T22:57:59Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: remove redirection because redirecting to another talk page is confusing and unnecessary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_notes&amp;diff=293178</id>
		<title>User:Jerimee/mod notes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_notes&amp;diff=293178"/>
		<updated>2023-05-01T22:29:28Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Rainbow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scratch pad to keep notes about mod ideas&lt;br /&gt;
&lt;br /&gt;
== Rainbow ==&lt;br /&gt;
&lt;br /&gt;
Rainbow occurs rarely when [[Weather#Rain|rain]] ends. Dwarves like rainbow. Rainbow occurs 25% in good zone. Rainbow occurs 20% of the time after rain end normally. Rainbow occurs 10% of the time in evil zones. Rainbow is twice as lovely in evil zones. Rainbow isn't visually show; but instead an alert or other indication is given.&lt;br /&gt;
&lt;br /&gt;
=== Notes from discord ===&lt;br /&gt;
&lt;br /&gt;
Biome interactions control the stuff like evil rain, you can give certain biomes a weekly interaction that starts rain (so you know it happens). Dwarves get good thoughts through a syndrome: ''&amp;quot;Urist McLeprechaun felt hope due to witnessing a rainbow&amp;quot;'' (via DPh Kraken) see [[Thought#Weather|weather thoughts]]&lt;br /&gt;
&lt;br /&gt;
DFHack can read the weather of each biome present in a fort. So you can check if it's raining whenever you want to, and make rainbows when it starts or ends, or especially when it's raining in only one area. (via Rose the Elf)&lt;br /&gt;
&lt;br /&gt;
I don't think there is a modtools/weather-trigger though. So without writing an automation trigger for weather, I don't know how you would automate it. Writing that script though should be extremely easy. You just modify one of the other modtools, and have it monitor the announcements log for weather stuff, instead of combat or whatever, and then you just have a file that specifies the command to run the   script every time &amp;quot;its raining.&amp;quot; (via DikbutDaGrate)&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|&lt;br /&gt;
[CAVE_ADAPT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_CONTACT]&lt;br /&gt;
		[SYN_NAME:a lack of sunlight]&lt;br /&gt;
		[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]&lt;br /&gt;
		[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]&lt;br /&gt;
			[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
* [[Language_SYM.txt]]&lt;br /&gt;
* [[Template:Adjective dictionary]]&lt;br /&gt;
* [[:Category:Language]]&lt;br /&gt;
* raws: https://github.com/DF-Wiki/DFRawFunctions/tree/master/raws/v50&lt;br /&gt;
* list of symbol groups: [[User:Jerimee/language_SYM.txt]]&lt;br /&gt;
* Solitarian: http://www.bay12forums.com/smf/index.php?topic=173289.0&lt;br /&gt;
* words workspace: [[User:Jerimee/words workspace]]&lt;br /&gt;
** simple list of words: [[User:Jerimee/language_words list]]&lt;br /&gt;
** table of all words [[User:Jerimee/Words Table]]&lt;br /&gt;
** my words: [[User:Jerimee/mod words]]&lt;br /&gt;
** spheres: [[User:Jerimee/spheres]]&lt;br /&gt;
&lt;br /&gt;
==Smells==&lt;br /&gt;
&lt;br /&gt;
=== Incense / Censor ===&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
&lt;br /&gt;
;positive correlation&lt;br /&gt;
:LUST_PROPENSITY&lt;br /&gt;
:CURIOUS&lt;br /&gt;
:IMAGINATION&lt;br /&gt;
:ROMANCE&lt;br /&gt;
&lt;br /&gt;
;negative correlation&lt;br /&gt;
:NATURE&lt;br /&gt;
&lt;br /&gt;
== Food notes ==&lt;br /&gt;
&lt;br /&gt;
to rename food portion- https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/item_food.txt&lt;br /&gt;
&lt;br /&gt;
Can I add DESCRIPTION		Allows a string to describe the tool when viewed. The text box can accommodate up to 325 characters until it cuts off, but the spacing of actual sentences puts the realistic limit closer to 300. Multiple DEFINITION tokens can be used in the same tool definition, with each appearing on a new line. to item food object?&lt;br /&gt;
&lt;br /&gt;
How is food effect calculated? &lt;br /&gt;
&lt;br /&gt;
Can Syndrome be given? via Material? via Interactions? Yes both.&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome_examples&amp;diff=293177</id>
		<title>Syndrome examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome_examples&amp;diff=293177"/>
		<updated>2023-05-01T22:28:48Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: removing migrated article because this seems right to me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:syndrome_icon.png|100px|right]]This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.&lt;br /&gt;
&lt;br /&gt;
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods.  Examples on this page should operate the same regardless of application method.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
&lt;br /&gt;
===Synchronizing Adventure and Fort Mode syndrome timers===&lt;br /&gt;
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode.  For short-term syndromes, this will cause very different behaviors between the two modes.  In order to ensure that a syndrome operates the same way regardless of mode, add &amp;lt;code&amp;gt;DWF_STRETCH:144&amp;lt;/code&amp;gt; to the end of the CE effect tag.&lt;br /&gt;
&lt;br /&gt;
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
===Making a creature with a syndrome always applied===&lt;br /&gt;
Some syndromes have effects that you can't add to a creature's basic RAW.  To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.&lt;br /&gt;
&lt;br /&gt;
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. &lt;br /&gt;
&lt;br /&gt;
Of course, you can also add a &amp;lt;code&amp;gt;[[Syndrome#Creature effect tokens|PROB]]&amp;lt;/code&amp;gt; value to the syndrome's various effects to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the &amp;lt;code&amp;gt;PROB&amp;lt;/code&amp;gt; check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.&lt;br /&gt;
&lt;br /&gt;
Expanding on the above, this one-off opportunity to develop a certain syndrome effect can be turned into a recurring event by adding an &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; duration of your choice to the guaranteed dummy effect (henceforth referred to as the 'inhibitor'). For example, you might want to give a particular creature species the opportunity to evolve into another creature once every [[time|month]], with a 1/100 chance of the [[Syndrome#CE_BODY_TRANSFORMATION|transformation]] manifesting: this could be implemented as a secretion-applied syndrome with a &amp;lt;code&amp;gt;PROB:1&amp;lt;/code&amp;gt; transformation effect and an &amp;lt;code&amp;gt;END:33600&amp;lt;/code&amp;gt; inhibitor.&lt;br /&gt;
&lt;br /&gt;
This can also be used to impose delays between the active phase of particular syndrome effects. For example, say you want to give your creature an intermittently activating regenerative ability: you could give it a secretion-derived syndrome providing the requisite [[Syndrome#Healing_Effects|healing effects]] with their &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; set to X, alongside an 'inhibitor' effect with an &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; set to X+Y, where Y is the duration of the delay.&lt;br /&gt;
&lt;br /&gt;
==Stat-modifying syndromes==&lt;br /&gt;
Syndromes that affect the creature's stats, particularly in combat.&lt;br /&gt;
&lt;br /&gt;
===Size Modification===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]&amp;lt;/code&amp;gt; not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature.  The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Giant Growth|&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:giant growth]&lt;br /&gt;
	[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects.  The following syndrome, for example, will make the creature's punches more powerful (but it will not make their scratches any stronger, because their fingers are still the same size).&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Hulk Hands|&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:freakishly big hands]&lt;br /&gt;
	[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Counter Trigger examples==&lt;br /&gt;
&amp;lt;code&amp;gt;[[Syndrome#Counter_Triggers|CE_COUNTER_TRIGGER]]&amp;lt;/code&amp;gt; is a fun token that lets you make syndromes with effects that activate under certain circumstances.  You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.&lt;br /&gt;
Each counter trigger only affects the tag directly above it.&lt;br /&gt;
&lt;br /&gt;
===More curse-like vampires===&lt;br /&gt;
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood to survive.  Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Double-edged vampire curse|&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:vampire curse]&lt;br /&gt;
	[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] &amp;lt;-- Weakens the target always&lt;br /&gt;
	[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] &amp;lt;-- Strengthens the target&lt;br /&gt;
		[CE:COUNTER_TRIGGER:TIME_SINCE_SUCKED_BOOD:NONE:172799:REQUIRED] &amp;lt;-- Prevents the above strengthening effect from working unless the target has recently sucked blood (vampires become Thirsty at 172800) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Creatures that behave differently underground===&lt;br /&gt;
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.&lt;br /&gt;
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|&lt;br /&gt;
[CAVE_ADAPT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_CONTACT]&lt;br /&gt;
		[SYN_NAME:a lack of sunlight]&lt;br /&gt;
		[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]&lt;br /&gt;
		[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]&lt;br /&gt;
			[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]&lt;br /&gt;
}}&lt;br /&gt;
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Modding_Examples}}&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome_examples&amp;diff=293176</id>
		<title>Syndrome examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome_examples&amp;diff=293176"/>
		<updated>2023-05-01T22:27:14Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: super or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:syndrome_icon.png|100px|right]]This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[DF2014:Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.&lt;br /&gt;
&lt;br /&gt;
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods.  Examples on this page should operate the same regardless of application method.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
&lt;br /&gt;
===Synchronizing Adventure and Fort Mode syndrome timers===&lt;br /&gt;
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode.  For short-term syndromes, this will cause very different behaviors between the two modes.  In order to ensure that a syndrome operates the same way regardless of mode, add &amp;lt;code&amp;gt;DWF_STRETCH:144&amp;lt;/code&amp;gt; to the end of the CE effect tag.&lt;br /&gt;
&lt;br /&gt;
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
===Making a creature with a syndrome always applied===&lt;br /&gt;
Some syndromes have effects that you can't add to a creature's basic RAW.  To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.&lt;br /&gt;
&lt;br /&gt;
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. &lt;br /&gt;
&lt;br /&gt;
Of course, you can also add a &amp;lt;code&amp;gt;[[Syndrome#Creature effect tokens|PROB]]&amp;lt;/code&amp;gt; value to the syndrome's various effects to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the &amp;lt;code&amp;gt;PROB&amp;lt;/code&amp;gt; check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.&lt;br /&gt;
&lt;br /&gt;
Expanding on the above, this one-off opportunity to develop a certain syndrome effect can be turned into a recurring event by adding an &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; duration of your choice to the guaranteed dummy effect (henceforth referred to as the 'inhibitor'). For example, you might want to give a particular creature species the opportunity to evolve into another creature once every [[time|month]], with a 1/100 chance of the [[Syndrome#CE_BODY_TRANSFORMATION|transformation]] manifesting: this could be implemented as a secretion-applied syndrome with a &amp;lt;code&amp;gt;PROB:1&amp;lt;/code&amp;gt; transformation effect and an &amp;lt;code&amp;gt;END:33600&amp;lt;/code&amp;gt; inhibitor.&lt;br /&gt;
&lt;br /&gt;
This can also be used to impose delays between the active phase of particular syndrome effects. For example, say you want to give your creature an intermittently activating regenerative ability: you could give it a secretion-derived syndrome providing the requisite [[Syndrome#Healing_Effects|healing effects]] with their &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; set to X, alongside an 'inhibitor' effect with an &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; set to X+Y, where Y is the duration of the delay.&lt;br /&gt;
&lt;br /&gt;
==Stat-modifying syndromes==&lt;br /&gt;
Syndromes that affect the creature's stats, particularly in combat.&lt;br /&gt;
&lt;br /&gt;
===Size Modification===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]&amp;lt;/code&amp;gt; not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature.  The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Giant Growth|&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:giant growth]&lt;br /&gt;
	[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects.  The following syndrome, for example, will make the creature's punches more powerful (but it will not make their scratches any stronger, because their fingers are still the same size).&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Hulk Hands|&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:freakishly big hands]&lt;br /&gt;
	[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Counter Trigger examples==&lt;br /&gt;
&amp;lt;code&amp;gt;[[Syndrome#Counter_Triggers|CE_COUNTER_TRIGGER]]&amp;lt;/code&amp;gt; is a fun token that lets you make syndromes with effects that activate under certain circumstances.  You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.&lt;br /&gt;
Each counter trigger only affects the tag directly above it.&lt;br /&gt;
&lt;br /&gt;
===More curse-like vampires===&lt;br /&gt;
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood to survive.  Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Double-edged vampire curse|&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:vampire curse]&lt;br /&gt;
	[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] &amp;lt;-- Weakens the target always&lt;br /&gt;
	[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] &amp;lt;-- Strengthens the target&lt;br /&gt;
		[CE:COUNTER_TRIGGER:TIME_SINCE_SUCKED_BOOD:NONE:172799:REQUIRED] &amp;lt;-- Prevents the above strengthening effect from working unless the target has recently sucked blood (vampires become Thirsty at 172800) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Creatures that behave differently underground===&lt;br /&gt;
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.&lt;br /&gt;
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|&lt;br /&gt;
[CAVE_ADAPT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_CONTACT]&lt;br /&gt;
		[SYN_NAME:a lack of sunlight]&lt;br /&gt;
		[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]&lt;br /&gt;
		[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]&lt;br /&gt;
			[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]&lt;br /&gt;
}}&lt;br /&gt;
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Modding_Examples}}&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_notes&amp;diff=293175</id>
		<title>User:Jerimee/mod notes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_notes&amp;diff=293175"/>
		<updated>2023-05-01T22:24:43Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Notes from discord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scratch pad to keep notes about mod ideas&lt;br /&gt;
&lt;br /&gt;
== Rainbow ==&lt;br /&gt;
&lt;br /&gt;
Rainbow occurs rarely when [[Weather#Rain|rain]] ends. Dwarves like rainbow. Rainbow occurs 25% in good zone. Rainbow occurs 20% of the time after rain end normally. Rainbow occurs 10% of the time in evil zones. Rainbow is twice as lovely in evil zones. Rainbow isn't visually show; but instead an alert or other indication is given.&lt;br /&gt;
&lt;br /&gt;
=== Notes from discord ===&lt;br /&gt;
&lt;br /&gt;
Biome interactions control the stuff like evil rain, you can give certain biomes a weekly interaction that starts rain (so you know it happens). Dwarves get good thoughts through a syndrome: ''&amp;quot;Urist McLeprechaun felt hope due to witnessing a rainbow&amp;quot;'' (via DPh Kraken) see [[Thought#Weather|weather thoughts]]&lt;br /&gt;
&lt;br /&gt;
DFHack can read the weather of each biome present in a fort. So you can check if it's raining whenever you want to, and make rainbows when it starts or ends, or especially when it's raining in only one area. (via Rose the Elf)&lt;br /&gt;
&lt;br /&gt;
I don't think there is a modtools/weather-trigger though. So without writing an automation trigger for weather, I don't know how you would automate it. Writing that script though should be extremely easy. You just modify one of the other modtools, and have it monitor the announcements log for weather stuff, instead of combat or whatever, and then you just have a file that specifies the command to run the   script every time &amp;quot;its raining.&amp;quot; (via DikbutDaGrate)&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
* [[Language_SYM.txt]]&lt;br /&gt;
* [[Template:Adjective dictionary]]&lt;br /&gt;
* [[:Category:Language]]&lt;br /&gt;
* raws: https://github.com/DF-Wiki/DFRawFunctions/tree/master/raws/v50&lt;br /&gt;
* list of symbol groups: [[User:Jerimee/language_SYM.txt]]&lt;br /&gt;
* Solitarian: http://www.bay12forums.com/smf/index.php?topic=173289.0&lt;br /&gt;
* words workspace: [[User:Jerimee/words workspace]]&lt;br /&gt;
** simple list of words: [[User:Jerimee/language_words list]]&lt;br /&gt;
** table of all words [[User:Jerimee/Words Table]]&lt;br /&gt;
** my words: [[User:Jerimee/mod words]]&lt;br /&gt;
** spheres: [[User:Jerimee/spheres]]&lt;br /&gt;
&lt;br /&gt;
==Smells==&lt;br /&gt;
&lt;br /&gt;
=== Incense / Censor ===&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
&lt;br /&gt;
;positive correlation&lt;br /&gt;
:LUST_PROPENSITY&lt;br /&gt;
:CURIOUS&lt;br /&gt;
:IMAGINATION&lt;br /&gt;
:ROMANCE&lt;br /&gt;
&lt;br /&gt;
;negative correlation&lt;br /&gt;
:NATURE&lt;br /&gt;
&lt;br /&gt;
== Food notes ==&lt;br /&gt;
&lt;br /&gt;
to rename food portion- https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/item_food.txt&lt;br /&gt;
&lt;br /&gt;
Can I add DESCRIPTION		Allows a string to describe the tool when viewed. The text box can accommodate up to 325 characters until it cuts off, but the spacing of actual sentences puts the realistic limit closer to 300. Multiple DEFINITION tokens can be used in the same tool definition, with each appearing on a new line. to item food object?&lt;br /&gt;
&lt;br /&gt;
How is food effect calculated? &lt;br /&gt;
&lt;br /&gt;
Can Syndrome be given? via Material? via Interactions? Yes both.&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thought&amp;diff=293174</id>
		<title>Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thought&amp;diff=293174"/>
		<updated>2023-05-01T22:23:42Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: super or better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:thoughts_icon.png|120px|right]]'''Thoughts''' are the reported observations and sentiments of [[dwarves]] in [[Dwarf fortress mode|fortress mode]], visible on the [[thoughts and preferences]] subscreen of their [[profile]]. Over the course of play, a dwarf will experience circumstances that evoke specific [[emotion]]s based on their [[personality]].&lt;br /&gt;
&lt;br /&gt;
A dwarf's recent emotions contribute to their [[stress]] level, displayed on the thoughts and preferences screen in somewhat subjective terms – to avoid bad thoughts, make [[keeping your dwarves happy]] a priority. Even when nothing is happening, a dwarf can still relive a past experience through [[memory (thought)|memories]], and thus a single experience can produce not just one thought at the time it happens, but many thoughts, as they remember that experience again and again. Dwarves can also feel nothing or not care about certain situations, giving them a neutral thought. A few examples of different levels of thoughts can go as follows: &lt;br /&gt;
&lt;br /&gt;
{{DFtext|He felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| at work. He felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| upon improving mining.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He was|7:0}}{{DFtext| uneasy|6:0}}{{DFtext| after seeing a human's dead body.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He felt|7:0}}{{DFtext| restless|6:0}}{{DFtext| dwelling upon|5:0:1}}{{DFtext| seeing a goblin die.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He didn't feel anything after seeing a dog's dead body.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current stress level, press {{k|u}} to open the the [[citizenship|citizens]] screen, find the dwarf in the list, and click the {{k|🔍}} to the right of their name. Or, move to the dwarf and select them with the mouse {{k|🖱️}}. This brings you to the thoughts and preferences screen for that dwarf, which, among other things, describes the dwarf's overall stress level as well as their constituent thoughts.&lt;br /&gt;
&lt;br /&gt;
Below is a list of circumstances that may inspire thoughts.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Legend ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #abf2bf;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Positive thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #73D58E;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Very positive thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #F7C5C5;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Negative thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #F79898;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Very negative thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #eee;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Variable thought&lt;br /&gt;
&lt;br /&gt;
== Accommodations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after sleeping in a bedroom like a personal palace&lt;br /&gt;
after sleeping in a (fantastic/great/very good/good) bedroom&lt;br /&gt;
|Slept in '''a''' (not necessarily assigned) [[bedroom]] of a certain [[Room|quality]] recently; see [[Room#Quality]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping in a (horribly substandard/horrible/awful/very poor/poor) bedroom&lt;br /&gt;
|A member of the dwarven [[noble|nobility]] who has slept in a less-than-satisfactory bedroom; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|dining in a (legendary/fantastic/great/very good/good) dining room&lt;br /&gt;
|Dined in '''a''' (usually not assigned) [[dining room]] of a certain [[Room|quality]] recently; see [[Room#Quality]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|dining in a (horribly substandard/horrible/awful/very poor/poor) dining room&lt;br /&gt;
|A member of the dwarven [[noble|nobility]] who has dined in a less-than-satisfactory dining room; see [[Noble#Needs]].&lt;br /&gt;
&amp;lt;!-- it seems these thoughts weren't updated&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| Conducted a meeting in a (good/very good/great/fantastic/setting worthy of legends) setting recently.&lt;br /&gt;
| +3/+5/+10/+20/+30&lt;br /&gt;
|The ranking member of the dwarven [[noble|nobility]] has conducted a [[meeting]] in a more-than-satisfactory office; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently.&lt;br /&gt;
| -3/-5/-10/-20/-30&lt;br /&gt;
|The ranking member of the dwarven [[noble|nobility]] has conducted a [[meeting]] in a less-than-satisfactory office; see [[Noble#Needs]]. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping uneasily due to noise&lt;br /&gt;
after being disturbed during sleep by loud noises&amp;lt;br&amp;gt;&lt;br /&gt;
after loud noises made it impossible to sleep&lt;br /&gt;
| Was sleeping in the zone of influence of a [[noise]] source.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping without a proper room&lt;br /&gt;
| Was sleeping and couldn't find a bed designated as a [[bedroom]] not assigned to someone else.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping (in/on) the (mud/dirt/grass/rocks/ice/a rough cave floor/floor/a pile of driftwood)&lt;br /&gt;
|Could not find any [[bed]] for sleeping, or the dwarf is a [[ambusher|hunter]].  The thought may be dependent upon the terrain.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|when (drowsy/utterly sleep-deprived)&lt;br /&gt;
|Became sleepy, but wasn't able to [[sleep]] because a task had to be completed.  Extreme tiredness will lead to [[insane|insanity]], but could only really happen when a mother is looking for her infant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nourishment ==&lt;br /&gt;
{{old|v=0.47.05}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after having a (pretty decent/fine/wonderful/truly decadent/legendary) drink&lt;br /&gt;
|Dwarf drank [[booze]] they have a [[preference]] for. (level determined by alcohol stack's value{{cite forum|120870.msg3901346#msg3901346}})&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after eating a (pretty decent meal/fine dish/wonderful dish/truly decadent dish/legendary meal)&lt;br /&gt;
|Dwarf ate food they have a [[preference]] for. (level determined by meal value)&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when (thirsty/hungry)&lt;br /&gt;
| Got [[hungry]] or [[thirsty]] and didn't eat or drink soon enough.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when (dehydrated/starving)&lt;br /&gt;
| Has not had food or drink for a long time and will soon [[death|die]] if immediate remedial action is not taken.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after being forced to eat vermin to survive&lt;br /&gt;
| Dwarf hunted vermin for food due to starvation.  Will still die if real food is not provided immediately.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|drinking nasty water&lt;br /&gt;
| Got thirsty and had to drink [[cv:Water#Stagnant water|stagnant water]] because no alcohol or fresh water was available.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| drinking the same old booze&lt;br /&gt;
eating the same old food&lt;br /&gt;
| Drinking the same variety of [[alcohol]] or eating the same type of [[food]] repeatedly.&lt;br /&gt;
|- style=&amp;quot;background:#F79898&amp;quot; |&lt;br /&gt;
| after being forced to eat a (beloved creature/treasured pet) to survive&lt;br /&gt;
| Of course, if things get this bad, a tantrum spiral can't make it that much worse.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amenities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|seeing a/near (own) (very fine/splendid/wonderful/completely sublime) ([[Sculpture_garden|tastefully arranged]]) [building]&lt;br /&gt;
|Passed by a constructed piece of [[furniture]] or a [[building]] requiring [[architecture]] and noticed it.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after being near to a * in a cage&lt;br /&gt;
|Passed near a [[cage]]d [[creature]] the dwarf has a [[preference]] for; see [[zoo]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after a bath&lt;br /&gt;
|Was cleaned with [[soap]] during the administration of [[healthcare|medical care]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after a soapy bath&lt;br /&gt;
|Dwarf cleaned [[contaminant]]s from self using [[soap]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|being near to a waterfall&lt;br /&gt;
|Sprayed by [[mist]] from a [[waterfall]], which dwarves find relaxing.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after retching on a miasma&lt;br /&gt;
after choking on (smoke/dust) underground&lt;br /&gt;
| Dwarf was exposed to [[miasma]], [[smoke]], or a [[cave in]] recently. Impact based on personality traits.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|at the lack of chairs&lt;br /&gt;
|Was eating and couldn't find an unoccupied [[chair]].&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| eating at a crowded table&lt;br /&gt;
| Tried to eat at a table someone else was already eating at (only occurs if there are no free tables).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at the lack of dining tables&lt;br /&gt;
| Was eating and couldn't find a [[table]] next to an available chair sat on while eating.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being pestered by *&lt;br /&gt;
| Shared a tile with an annoying [[vermin]] and noticed it.{{verify}}&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being accosted by *&lt;br /&gt;
| Exposure to a [[vermin]] that the dwarf particularly hates.{{verify}}&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being near *&lt;br /&gt;
| Dwarf examined a cage containing [[preference|hated]] [[vermin]] (moral of the story, don't cage hate-able vermin in sight).{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| talking with (the spouse/mother/father/a lover/a friend/a sibling/a child/somebody)&lt;br /&gt;
| Dwarf employed their [[social skill]]s and conversed with someone while idling or attending a [[party]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after watching a performance&lt;br /&gt;
| Dwarf was in a [[tavern]] and watched someone performing.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after talking to a pillar of society&lt;br /&gt;
| Dwarf spoke with a noble.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| (interacting/visiting) with a (pet/animal training partner)&lt;br /&gt;
| Dwarf was near a friendly animal&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; &lt;br /&gt;
| discussing (the spouse/mother/father/a lover/a friend/an acquaintance/a sibling/a child/somebody)'s problems&lt;br /&gt;
| Spoke with somebody while [[Status_icons|stressed]]&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when forced to talk to somebody annoying&lt;br /&gt;
| Had to endure the presence of the object of a [[grudge]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after bringing somebody to rest in bed&lt;br /&gt;
| Dwarf carried an [[unconscious]] (usually [[wound|injured]]) dwarf to a bed.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after giving somebody (food/water)&lt;br /&gt;
| Dwarf carried food or water to an indisposed dwarf.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after making a friend&lt;br /&gt;
| Initiated a [[friend]]ship recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after getting into an argument&lt;br /&gt;
| Dwarf got into an argument with someone else.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after forming a grudge&lt;br /&gt;
| Spent time with a dwarf with an incompatible personality, resulting in a new [[grudge]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after adopting a new pet&lt;br /&gt;
| Adopted a domesticated [[stray]] animal recently; note that adopted animals cannot be [[butcher]]ed without serious stress penalties, which can cause [[Catsplosion|problems]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at being separated from (a loved one/loved ones)&lt;br /&gt;
| Dwarf's loved one is not in the fortress, either due to migration or a [[snatcher]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Job satisfaction ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| at work&lt;br /&gt;
| The dwarf was able to work with materials, items or animals they have a [[preference]] for in their job.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after producing a masterwork&lt;br /&gt;
| The dwarf created a very high [[quality]] item.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| upon mastering *&lt;br /&gt;
| The dwarf reached legendary status in a skill.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after creating an artifact&lt;br /&gt;
| The dwarf crafted an [[artifact]] in a [[strange mood]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after suffering the travesty of art defacement&lt;br /&gt;
| A [[quality|masterwork quality]] good crafted by this dwarf was lost, stolen, or destroyed. &lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after forming a bond with an animal training partner&lt;br /&gt;
| The dwarf grew attached to an animal during training.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after felling a tree&lt;br /&gt;
| The dwarf cut down a tree.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after putting a piece on display&lt;br /&gt;
| The dwarf put something on a [[pedestal]].&lt;br /&gt;
&amp;lt;!-- it seems this thought was removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Lost an animal training partner to tragedy recently.&lt;br /&gt;
|  -30/?/?/?&lt;br /&gt;
| A trained animal that the dwarf was attached to was killed or died of old age.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clothing ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to be wearing (old/tattered) clothing&lt;br /&gt;
| Wearing [[wear|Old or tattered]] [[clothing]] with no available replacement.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to have clothes rot off&lt;br /&gt;
| An article of clothing on the dwarf wore away completely.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to be uncovered&lt;br /&gt;
| The dwarf has no clothing from the item_pants file, leaving them pantsless. And probably complaining about the draught.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to have no (shirt/shoes)&lt;br /&gt;
| Missing specific articles of [[clothing]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wedlock ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after giving birth to *&lt;br /&gt;
| [[Children]] may tax a fortress's resources and [[population cap]].&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after becoming a parent&lt;br /&gt;
| Dwarf became a father/mother.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after gaining (a sibling/siblings)&lt;br /&gt;
| Finally! A family member with a lesser [[beard]]!&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| while getting married&lt;br /&gt;
| Marriage (and childrearing) is the secret to happiness.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| was caught up in a new romance&lt;br /&gt;
| The (bachelor[ette]) dwarf gained a [[lover]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after (a/spouse's) miscarriage&lt;br /&gt;
| Pregnant dwarf miscarried due to starvation, dehydration, or severe injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noble pretensions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to be (elected/re-elected)&lt;br /&gt;
| Dwarf was elected to office.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after (entering the/receiving a higher rank of) nobility&lt;br /&gt;
| Dwarf gained a new noble title.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| having a (legendary/fantastic/great/very good/good) tomb after gaining another year&lt;br /&gt;
|A member of the high dwarven [[noble|nobility]] had a more-than-satisfactory [[tomb]] upon having reached their [[age|birthday]] recently; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having a (poor/very poor/awful/horrible/horribly substandard) tomb after gaining another year&lt;br /&gt;
about not having a tomb after gaining another year&lt;br /&gt;
| A member of the high dwarven [[noble|nobility]] had a less-than-satisfactory [[tomb]] upon having reached their [[age|birthday]] recently, or none at all; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| considering the state of demands &lt;br /&gt;
| Noble dwarf [[demand]]ed something.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have a mandate deadline met&lt;br /&gt;
| Noble dwarf [[mandate]]d something and it was provided on cue.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having a mandate (deadline missed/ignored)&lt;br /&gt;
| Noble issued a [[mandate]] that went beyond time or was unfulfilled entirely.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| not having enough (chests/cabinets/weapon racks/armor stands)&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| by a lesser's pretentious (office/sleeping/dining/burial) arrangements&lt;br /&gt;
| A member of the dwarven [[noble|nobility]] who is unhappy that their accommodations are worse than those of a lower-ranked dwarf's room.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having to conduct an official meeting in a (bedroom/dining room)&lt;br /&gt;
| Noble dwarf had to meet with a diplomat without an office (or any dining room if a bedroom was used)&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| not having any rooms&lt;br /&gt;
| Noble dwarf without any kind of room to conduct a meeting in.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Justice ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have (his/her) punishment delayed&lt;br /&gt;
| No one was around to carry out the dwarf's [[justice|punishment]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have (his/her) punishment reduced&lt;br /&gt;
| No [[jail]]s were available, so the [[justice|punishment]] was &amp;quot;reduced&amp;quot; to a beating (unless precautions are taken, this is likely to be lethal for the unfortunate dwarf).&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after punishing somebody with a beating&lt;br /&gt;
| Justice, dispensed.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after beating somebody with a hammer&lt;br /&gt;
| Criminals, smote.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after being released from confinement&lt;br /&gt;
| Was [[Justice|jailed]] or [[thief|snatched]], and was released recently &lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| that a criminal could not be properly punished&lt;br /&gt;
| The victim of the crime, upset that it goes improperly punished.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after the delayed punishment of a criminal&lt;br /&gt;
| The victim of the crime, upset that punishment was delayed.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being confined&lt;br /&gt;
| Dwarf is in a [[cage]] ([[jail]]ed or [[cage trap|trapped]]), or has been abducted by a goblin [[snatcher]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| considering the scarcity of cages and chains&lt;br /&gt;
| Dwarves in a sufficiently large fortress don't like to be without a [[fortress guard]] or the lack of a proper [[jail]]. Currently only affects the actual dwarves in charge of law enforcement.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being beaten&lt;br /&gt;
| Justice was administered unto this dwarf recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being beaten with a hammer&lt;br /&gt;
| Justice was smitten unto this dwarf recently (they're likely lying in a hospital bed with broken ribs at the minimum, and just plain dead at worst).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being unable to find a hammer&lt;br /&gt;
| Poor [[hammerer]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after an animal was convicted of a crime&lt;br /&gt;
| When you pin a crime on an animal...&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after a long-dead corpse was convicted of a crime&lt;br /&gt;
| ...or a corpse...&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after the bizarre conviction against all reason of the victim of a crime&lt;br /&gt;
| ... or the victim--for example, convicting a blood-drained dwarf of draining their own blood&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| upon receiving justice through a criminal's conviction&lt;br /&gt;
when a family member received justice through a criminal's conviction&lt;br /&gt;
| [[Justice]], served.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Injury and death ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being knocked out during a cave-in&lt;br /&gt;
| The dwarf was caught in a [[cave in]] and knocked unconscious, check for injuries.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after being (rescued/able to rest and recuperate)&lt;br /&gt;
| A wounded dwarf was rescued and carried to a [[bed]], and is now resting.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after receiving (food/water)&lt;br /&gt;
| An indisposed dwarf received nourishment from their fellows.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being attacked&lt;br /&gt;
| Dwarf was [[combat|assaulted]] by a hostile creature.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being attacked by the dead&lt;br /&gt;
| Fighting [[Undead|undeath]] exacts a heavy mental cost on dwarves, as does getting attacked by [[ghost]]s.&lt;br /&gt;
|- style=&amp;quot;background:#F79898&amp;quot; |&lt;br /&gt;
| after being * by a dead (pet/spouse/lover/sibling/friend/animal training partner/and still annoying acquaintance)&lt;br /&gt;
| ...especially when your own child's reanimated corpse is gnawing on your ear.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after suffering a (minor/major) injury&lt;br /&gt;
| Dwarf sustained a [[wound]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after seeing *  die&lt;br /&gt;
| Saw something/someone die &lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after seeing * 's dead body&lt;br /&gt;
| Saw a [[corpse]], or a part of a corpse--even a single tooth.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being tormented in nightmares by a dead (pet/spouse/lover/sibling/mother/father/child/friend/still annoying acquaintance/animal training partner)&lt;br /&gt;
| A dwarf's companion, loved one, or rival died recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being forced to endure the decay of a (friend/pet/spouse/lover/sibling/mother/father/child/annoying acquaintance/animal training partner).&lt;br /&gt;
| The corpse of the dwarf's companion, loved one, or rival is rotting on the ground rather than being properly [[coffin|entombed]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Military duty ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| being near to a conflict&lt;br /&gt;
| Dwarf saw a battle.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| while in conflict&lt;br /&gt;
| Dwarf was in a battle.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when joining an existing conflict&lt;br /&gt;
| Dwarf went all emo because the battle had already begun.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| while killing somebody&lt;br /&gt;
| Landed the [[kill list|killing blow]] on another creature.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after a sparring session&lt;br /&gt;
| Military dwarf in training successfully [[sparring|sparred]].&lt;br /&gt;
&amp;lt;!-- these thoughts were removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Complained about the draft lately.&lt;br /&gt;
| -30&lt;br /&gt;
| A civilian dwarf with no [[combat skill]]s was enlisted in [[military]] duty and became a recruit in a time of peace (this thought does not occur when enlisted during a [[siege]]).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Upset about being relieved from duty.&lt;br /&gt;
| -30&lt;br /&gt;
| [[Combat skill|Military dwarf]] with no civilian skills is removed from active duty and is relegated to hauling around stone as a [[peasant]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| during long patrol duty&lt;br /&gt;
| Military dwarf has active order (other than training) for more than one month (one if complaining, two if depressed, three if enraged). Soldiers stop getting this thought upon becoming [[Soldier#Heroes|Heroes]].  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tantrums ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after (throwing something/toppling something over/smashing up a building/starting a fist fight)&lt;br /&gt;
| The dwarf recently threw an item, threw something over, smashed up a building, or punched someone while throwing a [[tantrum]]. Needs to be controlled immediately or else a [[tantrum spiral]] may result.&lt;br /&gt;
&amp;lt;!-- this thought seems to have been removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Accidentally killed somebody in a fit of rage recently.&lt;br /&gt;
| -50/-30/-20/-10&lt;br /&gt;
| Killed another dwarf or someone's pet while throwing a tantrum. A very bad thing, obviously. (Tragedy)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| while (yelling at/crying on) somebody in charge&lt;br /&gt;
| The dwarf took out their frustration on a noble.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being unable to find (a priest/somebody in charge) to (yell at/cry on)&lt;br /&gt;
| The dwarf was not consoled because a noble is inaccessible or busy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when caught in (the rain/a snow storm/freakish weather)&lt;br /&gt;
| Went outside while it was [[weather#rain|raining]], [[weather#Snow and Cold |snowing]], or in [[weather#evil weather|evil weather]]. Dwarves who like working outdoors won't get stressed from this.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at being out in the sunshine again&lt;br /&gt;
after being nauseated by the sun&lt;br /&gt;
| Is suffering from [[cave adaptation]] and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts| }}&lt;br /&gt;
[[ru:Thought]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_notes&amp;diff=293173</id>
		<title>User:Jerimee/mod notes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_notes&amp;diff=293173"/>
		<updated>2023-05-01T22:08:08Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Notes from discord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scratch pad to keep notes about mod ideas&lt;br /&gt;
&lt;br /&gt;
== Rainbow ==&lt;br /&gt;
&lt;br /&gt;
Rainbow occurs rarely when [[Weather#Rain|rain]] ends. Dwarves like rainbow. Rainbow occurs 25% in good zone. Rainbow occurs 20% of the time after rain end normally. Rainbow occurs 10% of the time in evil zones. Rainbow is twice as lovely in evil zones. Rainbow isn't visually show; but instead an alert or other indication is given.&lt;br /&gt;
&lt;br /&gt;
=== Notes from discord ===&lt;br /&gt;
&lt;br /&gt;
Biome interactions control the stuff like evil rain, you can give certain biomes a weekly interaction that starts rain (so you know it happens). Dwarves get good thoughts through a syndrome: ''&amp;quot;Urist McLeprechaun felt hope due to witnessing a rainbow&amp;quot;'' (via DPh Kraken)&lt;br /&gt;
&lt;br /&gt;
DFHack can read the weather of each biome present in a fort. So you can check if it's raining whenever you want to, and make rainbows when it starts or ends, or especially when it's raining in only one area. (via Rose the Elf)&lt;br /&gt;
&lt;br /&gt;
I don't think there is a modtools/weather-trigger though. So without writing an automation trigger for weather, I don't know how you would automate it. Writing that script though should be extremely easy. You just modify one of the other modtools, and have it monitor the announcements log for weather stuff, instead of combat or whatever, and then you just have a file that specifies the command to run the   script every time &amp;quot;its raining.&amp;quot; (via DikbutDaGrate)&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
* [[Language_SYM.txt]]&lt;br /&gt;
* [[Template:Adjective dictionary]]&lt;br /&gt;
* [[:Category:Language]]&lt;br /&gt;
* raws: https://github.com/DF-Wiki/DFRawFunctions/tree/master/raws/v50&lt;br /&gt;
* list of symbol groups: [[User:Jerimee/language_SYM.txt]]&lt;br /&gt;
* Solitarian: http://www.bay12forums.com/smf/index.php?topic=173289.0&lt;br /&gt;
* words workspace: [[User:Jerimee/words workspace]]&lt;br /&gt;
** simple list of words: [[User:Jerimee/language_words list]]&lt;br /&gt;
** table of all words [[User:Jerimee/Words Table]]&lt;br /&gt;
** my words: [[User:Jerimee/mod words]]&lt;br /&gt;
** spheres: [[User:Jerimee/spheres]]&lt;br /&gt;
&lt;br /&gt;
==Smells==&lt;br /&gt;
&lt;br /&gt;
=== Incense / Censor ===&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
&lt;br /&gt;
;positive correlation&lt;br /&gt;
:LUST_PROPENSITY&lt;br /&gt;
:CURIOUS&lt;br /&gt;
:IMAGINATION&lt;br /&gt;
:ROMANCE&lt;br /&gt;
&lt;br /&gt;
;negative correlation&lt;br /&gt;
:NATURE&lt;br /&gt;
&lt;br /&gt;
== Food notes ==&lt;br /&gt;
&lt;br /&gt;
to rename food portion- https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/item_food.txt&lt;br /&gt;
&lt;br /&gt;
Can I add DESCRIPTION		Allows a string to describe the tool when viewed. The text box can accommodate up to 325 characters until it cuts off, but the spacing of actual sentences puts the realistic limit closer to 300. Multiple DEFINITION tokens can be used in the same tool definition, with each appearing on a new line. to item food object?&lt;br /&gt;
&lt;br /&gt;
How is food effect calculated? &lt;br /&gt;
&lt;br /&gt;
Can Syndrome be given? via Material? via Interactions? Yes both.&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293172</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293172"/>
		<updated>2023-05-01T22:03:37Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Shape Words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory (n) ====&lt;br /&gt;
&lt;br /&gt;
==== Boost (v) ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
Line is Vel&lt;br /&gt;
&lt;br /&gt;
Orb is Vabôk&lt;br /&gt;
&lt;br /&gt;
==== alone (adj) ====&lt;br /&gt;
====angle (n) ====&lt;br /&gt;
====conic (adj) ====&lt;br /&gt;
conical&lt;br /&gt;
====wedge (n) ====&lt;br /&gt;
====curve (n) ====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Tool Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
Related words include adaptation, threat, proliferation.&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness -&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
* Pus is Megob&lt;br /&gt;
* Putrescence is Uvir&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;etymology, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste (n) ====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293171</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293171"/>
		<updated>2023-05-01T22:00:45Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory (n) ====&lt;br /&gt;
&lt;br /&gt;
==== Boost (v) ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Tool Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
Related words include adaptation, threat, proliferation.&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness -&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
* Pus is Megob&lt;br /&gt;
* Putrescence is Uvir&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;etymology, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste (n) ====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293170</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293170"/>
		<updated>2023-05-01T21:59:00Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Grunge words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory (n) ====&lt;br /&gt;
&lt;br /&gt;
==== Boost (v) ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Tool Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
Related words include adaptation, threat, proliferation.&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness -&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
* Pus is Megob&lt;br /&gt;
* Putrescence is Uvir&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;etymology, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste (n) ====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
==== alone (adj) ====&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293169</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293169"/>
		<updated>2023-05-01T21:54:22Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Tool Words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory (n) ====&lt;br /&gt;
&lt;br /&gt;
==== Boost (v) ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Tool Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
Related words include adaptation, threat, proliferation.&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness -&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;etymology, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
==== alone (adj) ====&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293168</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293168"/>
		<updated>2023-05-01T21:53:23Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory (n) ====&lt;br /&gt;
&lt;br /&gt;
==== Boost (v) ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Tool Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;etymology, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
==== alone (adj) ====&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293167</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293167"/>
		<updated>2023-05-01T21:52:17Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Joyful Words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory (n) ====&lt;br /&gt;
&lt;br /&gt;
==== Boost (v) ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Tool Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;etymology, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293166</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293166"/>
		<updated>2023-05-01T21:51:40Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Survival Words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Tool Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;etymology, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293165</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293165"/>
		<updated>2023-05-01T21:50:26Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Grunge words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;etymology, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293164</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293164"/>
		<updated>2023-05-01T21:50:12Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Survival Words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293163</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293163"/>
		<updated>2023-05-01T21:49:13Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Crime words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293162</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293162"/>
		<updated>2023-05-01T21:49:03Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Survival Words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293161</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293161"/>
		<updated>2023-05-01T21:47:48Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Words about Optics (Light, Color, Shadow, Vision) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293160</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293160"/>
		<updated>2023-05-01T21:47:29Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Joyful Words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293159</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293159"/>
		<updated>2023-05-01T21:46:55Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Sound Words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock (v) ====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise (n) ====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
====pluck (v) ====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293158</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293158"/>
		<updated>2023-05-01T21:46:18Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Grunge words ===&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute (n) ====&lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====clamp (n) ====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====story (n) ====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293157</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293157"/>
		<updated>2023-05-01T21:43:11Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute====&lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====clamp====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
noun&lt;br /&gt;
&lt;br /&gt;
====pluck====&lt;br /&gt;
&lt;br /&gt;
verb&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) - &lt;br /&gt;
&lt;br /&gt;
====story====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293156</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293156"/>
		<updated>2023-05-01T21:38:34Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* paste */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====clamp====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====girth====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
&lt;br /&gt;
glue substance or glob substance&lt;br /&gt;
&lt;br /&gt;
====pluck====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) - &lt;br /&gt;
&lt;br /&gt;
====story====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293155</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293155"/>
		<updated>2023-05-01T21:37:55Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Crime words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====clamp====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====girth====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====pluck====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) - &lt;br /&gt;
&lt;br /&gt;
====story====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293154</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293154"/>
		<updated>2023-05-01T21:37:30Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====clamp====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====girth====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====paste====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====pluck====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) - &lt;br /&gt;
&lt;br /&gt;
====story====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293153</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293153"/>
		<updated>2023-05-01T21:36:41Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Joyful Words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words (in dwarf)&lt;br /&gt;
:Glee	''Àlil'' &lt;br /&gt;
:Face	''Lînem'' &lt;br /&gt;
:smile ''kal''&lt;br /&gt;
:joy ''Ilir''&lt;br /&gt;
:Love ''Aval''&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
'''fail''' is ''Ungèg'' in dwarf&lt;br /&gt;
&lt;br /&gt;
==== Victory ====&lt;br /&gt;
&lt;br /&gt;
==== Rainbow ====&lt;br /&gt;
&lt;br /&gt;
'''rain''' is ''Udar'' in dwarf&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====clamp====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====girth====&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====paste====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====pluck====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) - &lt;br /&gt;
&lt;br /&gt;
====story====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Language_-_Vocabulary_comparison&amp;diff=293152</id>
		<title>Talk:Language - Vocabulary comparison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Language_-_Vocabulary_comparison&amp;diff=293152"/>
		<updated>2023-05-01T21:33:58Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== External reference link ==&lt;br /&gt;
&lt;br /&gt;
I wanted to add a link to the real world phenomena of false friends (https://en.wikipedia.org/wiki/False_friend), but it seemed a bit too esoteric before this section was moved to it's own page. Just a personal interest of mine, I thought might justify an external link. The correction of 'false cognate' to 'false friend' was just incidental, not trying to be a know-it-all. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:41, 19 March 2023 (UTC)&lt;br /&gt;
:: good edit! [[User:Jerimee|Jerimee]] ([[User talk:Jerimee|talk]]) 21:33, 1 May 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293151</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293151"/>
		<updated>2023-05-01T21:29:57Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words&lt;br /&gt;
:Glee	Àlil &lt;br /&gt;
:Face	Lînem &lt;br /&gt;
:smile kal&lt;br /&gt;
:joy Ilir&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Crime words ===&lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
====atone====&lt;br /&gt;
&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
====chute====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====clamp====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====girth====&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====paste====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====pluck====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) - &lt;br /&gt;
&lt;br /&gt;
====story====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293150</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293150"/>
		<updated>2023-05-01T21:26:21Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* usurp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words&lt;br /&gt;
:Glee	Àlil &lt;br /&gt;
:Face	Lînem &lt;br /&gt;
:smile kal&lt;br /&gt;
:joy Ilir&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
====atone====&lt;br /&gt;
====bough====&lt;br /&gt;
&lt;br /&gt;
tree dak, stick sholil wooden lolum, root odur&lt;br /&gt;
&lt;br /&gt;
====chute====&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====clamp====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====girth====&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====paste====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====pluck====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) - &lt;br /&gt;
&lt;br /&gt;
====story====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293149</id>
		<title>User:Jerimee/mod words</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_words&amp;diff=293149"/>
		<updated>2023-05-01T21:26:07Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: /* proxy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of words I might want to add into a mod based on Solitarian dwarven language&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Graphemics ===&lt;br /&gt;
&lt;br /&gt;
Bold items I've verified, italics I am unsure of.&lt;br /&gt;
&lt;br /&gt;
* Digraphs sh, th, and ng.&lt;br /&gt;
* '''h only occurs in the digraphs sh and th.''' &lt;br /&gt;
* Common consonant cluster st.&lt;br /&gt;
* Dwarven has no diphthongs (double vowel).&lt;br /&gt;
* c, f, and v are always followed by a vowel.&lt;br /&gt;
* Possible syllable structure either (C)2V(C)2 or (C)V(C).&lt;br /&gt;
* ??? ''The letters J, P, Q, W, X, and Y of the ISO basic Latin alphabet do not occur in the Dwarven alphabet.''&lt;br /&gt;
&lt;br /&gt;
=== Toady on Lang ===&lt;br /&gt;
&lt;br /&gt;
;How did you create the languages for all the civilizations? Did you base them off of something in real life or did they all come from your imagination? Also, how long did the process take?&lt;br /&gt;
:We created all the languages. &lt;br /&gt;
:we had a generator that just had certain rules about how consonants could be combined and what frequencies there were for the vowels&lt;br /&gt;
:http://www.bay12games.com/media/df_talk_17_transcript.html#17.7&lt;br /&gt;
&lt;br /&gt;
=== Notes on Solitarian ===&lt;br /&gt;
&lt;br /&gt;
Dwarven is [[wikipedia:Agglutinative_language|agglutinative]]; it has many compound words. &lt;br /&gt;
&lt;br /&gt;
Adjectives precede nouns, and the noun being modified is placed at the end of the compound word. &lt;br /&gt;
&lt;br /&gt;
Dwarven does not have articles (“the” and “a” and “an”) or prepositions (words that express direction, position, etc.: of, between, beyond, beside, on, under, over, and so on). The “the” before “ancient” is not in the Dwarven name, just as the “of” isn’t. Articles and prepositions are often implied by context and syntax.&lt;br /&gt;
&lt;br /&gt;
Dwarven’s word order is this: subject, verb-tense, direct object, indirect object, extra information. Subjects come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compound Names ==&lt;br /&gt;
&lt;br /&gt;
Gim is twist&lt;br /&gt;
&lt;br /&gt;
kun is cat&lt;br /&gt;
&lt;br /&gt;
shis is fang&lt;br /&gt;
&lt;br /&gt;
raz is tooth&lt;br /&gt;
&lt;br /&gt;
nog is foot&lt;br /&gt;
&lt;br /&gt;
Okol is noise&lt;br /&gt;
&lt;br /&gt;
Bom is home&lt;br /&gt;
&lt;br /&gt;
Igril is meat&lt;br /&gt;
&lt;br /&gt;
* Igrilkôn (meat master)&lt;br /&gt;
* Igrildeb (meat eater)&lt;br /&gt;
* Buldeb (lard eater)&lt;br /&gt;
* Okoldeb (noisy eater)&lt;br /&gt;
* Tustemdeb (polite eater)&lt;br /&gt;
* Okolfer (noisy beast)&lt;br /&gt;
* Angtòm (redbelly)&lt;br /&gt;
* Bertok (dirt farmer, sower of the earth, planter of the soil)&lt;br /&gt;
* Eroktok (planter of plants, farmer)&lt;br /&gt;
* Bomidar (homedog)&lt;br /&gt;
* Ilirlûk (joy savvy, joyful sage)&lt;br /&gt;
* Ilirokol (joyful noise)&lt;br /&gt;
* Ïlonlist (moongazer)&lt;br /&gt;
* Fershis (beastfang)&lt;br /&gt;
* Lanlarbal&lt;br /&gt;
* Erfath&lt;br /&gt;
* Erkun&lt;br /&gt;
* Ernóton&lt;br /&gt;
* Nogvod&lt;br /&gt;
* Gimanir&lt;br /&gt;
* Gimbiban (curveball, twisted ball)&lt;br /&gt;
* Gimdur (twist fist)&lt;br /&gt;
* Gimkal (twisted smile)&lt;br /&gt;
* Gimraz&lt;br /&gt;
* Gimnum (twisting storm, malstrom)&lt;br /&gt;
* Gimkesh&lt;br /&gt;
* Gimrazes&lt;br /&gt;
* Gimnóton (twisted birth, breech born)&lt;br /&gt;
* Gimengig&lt;br /&gt;
* Gimenol&lt;br /&gt;
* Gimshomad&lt;br /&gt;
* Gimshedim&lt;br /&gt;
* Gimlemis&lt;br /&gt;
* Nilgim&lt;br /&gt;
* Sizirgim (redeemer, vice twister)&lt;br /&gt;
* Razkal&lt;br /&gt;
* Kobkal (spoonsmile)&lt;br /&gt;
* Adkal (sunsmile)&lt;br /&gt;
* Kunkes (cat scratcher)&lt;br /&gt;
* Nednóton&lt;br /&gt;
* Anannóton&lt;br /&gt;
* Shisraz (fangtooth)&lt;br /&gt;
* Îmgim&lt;br /&gt;
* Kunnol (cat tongued, clever)&lt;br /&gt;
* Kenkast&lt;br /&gt;
* Kanker (sleepy head, bedroom eyes, sleep eyed)&lt;br /&gt;
* Obnog (tarfoot)&lt;br /&gt;
* Kàsnog (quiet foot)&lt;br /&gt;
* Nulralnog (sure footed)&lt;br /&gt;
* Kobmat(spoon bender)&lt;br /&gt;
* Kobeb (spoon sucker)&lt;br /&gt;
* Nineb (toe sucker)&lt;br /&gt;
* Lamnam (stone destiny)&lt;br /&gt;
* Adlam (sunstone)&lt;br /&gt;
* Lamdur (stone fist)&lt;br /&gt;
* Amuddur (thunder fist)&lt;br /&gt;
* Tostdur (vise fist, iron gripped)&lt;br /&gt;
* Lamnóton (stoneborn or stone birth)&lt;br /&gt;
* Adnóton (sunborn or dayborn)&lt;br /&gt;
* Thollam (deep stone)&lt;br /&gt;
* Vúshul (hot pants)&lt;br /&gt;
* Vúshker (hot eyed, alert, vigilant)&lt;br /&gt;
* Virnóton (humbleborn)&lt;br /&gt;
* Viretar (humble king, responsible ruler)&lt;br /&gt;
* Numron (stormrager, rage of the wind storm)&lt;br /&gt;
* Ibrèt (pebble pocket)&lt;br /&gt;
* Muzmer (Fungal uncle)&lt;br /&gt;
* Guznol (simple tongue, plainspoken, candid)&lt;br /&gt;
* Ralnol (silver tongue)&lt;br /&gt;
* Raltat (silver touch)&lt;br /&gt;
* Udibtat (sticky fingers, syrup toucher)&lt;br /&gt;
* Omertat (greenthumb, touch of green)&lt;br /&gt;
* Nolgim (tongue twister)&lt;br /&gt;
* Shashmat-geth (hellbent)&lt;br /&gt;
* Sodellam (shieldstone)&lt;br /&gt;
* Solonlam (flagstone)&lt;br /&gt;
* Oburetar (heroic king)&lt;br /&gt;
* Ulebkun (sourpuss, Lemon Cat)&lt;br /&gt;
* Gedorgar (destroyer of evil)&lt;br /&gt;
* Taragosod (hambone, bones of hog)&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
=== Joyful Words ===&lt;br /&gt;
&lt;br /&gt;
;related words&lt;br /&gt;
:Glee	Àlil &lt;br /&gt;
:Face	Lînem &lt;br /&gt;
:smile kal&lt;br /&gt;
:joy Ilir&lt;br /&gt;
&lt;br /&gt;
====happy====&lt;br /&gt;
&lt;br /&gt;
''Lilm''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====laugh====&lt;br /&gt;
&lt;br /&gt;
''Lildor''&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
Laugh - howl(Idor), Glee (alil) -&lt;br /&gt;
&lt;br /&gt;
==== Success ====&lt;br /&gt;
&lt;br /&gt;
=== Words like Clerk ===&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
&lt;br /&gt;
* analyst&lt;br /&gt;
* clerk&lt;br /&gt;
* examiner&lt;br /&gt;
* appraiser&lt;br /&gt;
* inspector&lt;br /&gt;
* authority officer&lt;br /&gt;
* comptroller&lt;br /&gt;
* editor&lt;br /&gt;
* administrator&lt;br /&gt;
* accountant&lt;br /&gt;
* record Keeper&lt;br /&gt;
&lt;br /&gt;
==== Solitarian dialect of Dwarven ====&lt;br /&gt;
&lt;br /&gt;
* ''thîkutnitem'' is to read so, ''Thîkutnitem'' is &amp;quot;reader&amp;quot;&lt;br /&gt;
* ''Orsharkôn'' - webmaster&lt;br /&gt;
&lt;br /&gt;
====Dwarven ====&lt;br /&gt;
&lt;br /&gt;
;Seer: ''Abras''&lt;br /&gt;
;Scribe: ''Tathur''&lt;br /&gt;
;Master: ''Kôn''&lt;br /&gt;
;Controller: ''Tesum''&lt;br /&gt;
&lt;br /&gt;
=== Sound Words ===&lt;br /&gt;
&lt;br /&gt;
====alarm====&lt;br /&gt;
&lt;br /&gt;
* ''Oridor'' for alarm&lt;br /&gt;
* ''Ùoridor'' for Announcer (ie &amp;quot;alarmer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
ety&lt;br /&gt;
:chirp&lt;br /&gt;
:howl &lt;br /&gt;
&lt;br /&gt;
====blurt====&lt;br /&gt;
&lt;br /&gt;
''Nebdor''&lt;br /&gt;
&lt;br /&gt;
Blurt - Lamb	Nebïn, howl(Idor) - &lt;br /&gt;
====chime====&lt;br /&gt;
&lt;br /&gt;
*''Orith'' for chime&lt;br /&gt;
* ''Ùorith'' for chimer&lt;br /&gt;
* ''mikorith'' for chiming&lt;br /&gt;
&lt;br /&gt;
chime - chirp ''oril'', bell ''rith'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crash====&lt;br /&gt;
Does it already exist?&lt;br /&gt;
&lt;br /&gt;
====mimic====&lt;br /&gt;
&lt;br /&gt;
''Lekmen''&lt;br /&gt;
&lt;br /&gt;
mimic - to Lure	Lektad, lumen to jest- &lt;br /&gt;
&lt;br /&gt;
====shout====&lt;br /&gt;
&lt;br /&gt;
''Dorseng''&lt;br /&gt;
&lt;br /&gt;
Shout - Idor, to Ring (to make sound)	Seng - &lt;br /&gt;
====knock====&lt;br /&gt;
&lt;br /&gt;
''Avétun''&lt;br /&gt;
&lt;br /&gt;
door tun, to Clobber	Avéd - &lt;br /&gt;
====noise====&lt;br /&gt;
&lt;br /&gt;
''Omseng''&lt;br /&gt;
&lt;br /&gt;
Noise - to Ring (to make sound)	Seng, Clutter	Om -&lt;br /&gt;
&lt;br /&gt;
=== Place Words ===&lt;br /&gt;
&lt;br /&gt;
* wander ''Legon''&lt;br /&gt;
* away ''-em''&lt;br /&gt;
&lt;br /&gt;
====store====&lt;br /&gt;
&lt;br /&gt;
'''Nishzod'''&lt;br /&gt;
&lt;br /&gt;
Store  - &amp;quot;tradehouse&amp;quot; -&lt;br /&gt;
&lt;br /&gt;
====leave====&lt;br /&gt;
&lt;br /&gt;
''Legon'em''&lt;br /&gt;
&lt;br /&gt;
=== Time Words ===&lt;br /&gt;
&lt;br /&gt;
==== existing ====&lt;br /&gt;
* quick (rapidity) - ''Asàs''&lt;br /&gt;
* destiny - ''Nam''&lt;br /&gt;
* Omen - ''Dakon''&lt;br /&gt;
* Time - ''Ashok''&lt;br /&gt;
* Immortality - ''Azoth''&lt;br /&gt;
* Mortality - ''Tadar''&lt;br /&gt;
* beginning - ''Ritan''&lt;br /&gt;
* slow (adj, the noun is slowness or stupor) - ''Dezrem''&lt;br /&gt;
&lt;br /&gt;
==== next (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== last (adj) ====&lt;br /&gt;
&lt;br /&gt;
==== anniversary ====&lt;br /&gt;
&lt;br /&gt;
==== history ====&lt;br /&gt;
&lt;br /&gt;
==== orbit ====&lt;br /&gt;
&lt;br /&gt;
''Oshur'' is Circle&lt;br /&gt;
&lt;br /&gt;
==== ago ====&lt;br /&gt;
&lt;br /&gt;
====shall====&lt;br /&gt;
&lt;br /&gt;
====month====&lt;br /&gt;
''zez-nob'' is twelve (12 months right?)&lt;br /&gt;
&lt;br /&gt;
====calendar====&lt;br /&gt;
&lt;br /&gt;
=== Shape Words ===&lt;br /&gt;
&lt;br /&gt;
====angle====&lt;br /&gt;
====conic====&lt;br /&gt;
conical&lt;br /&gt;
====wedge====&lt;br /&gt;
====curve====&lt;br /&gt;
&lt;br /&gt;
=== Body Part Words ===&lt;br /&gt;
&lt;br /&gt;
hand otad&lt;br /&gt;
&lt;br /&gt;
====torso====&lt;br /&gt;
====wrist====&lt;br /&gt;
&lt;br /&gt;
=== Comestible Words ===&lt;br /&gt;
&lt;br /&gt;
====offal====&lt;br /&gt;
&lt;br /&gt;
'''Ingral'''&lt;br /&gt;
&lt;br /&gt;
Offal etymology - Meat	(Igril) Organ	(Inash) -&lt;br /&gt;
&lt;br /&gt;
noaccent?&lt;br /&gt;
&lt;br /&gt;
=== Wearable Words ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====apron====&lt;br /&gt;
&lt;br /&gt;
''Nabrel''&lt;br /&gt;
&lt;br /&gt;
;Symbols&lt;br /&gt;
:Protection&lt;br /&gt;
:domestic&lt;br /&gt;
:food&lt;br /&gt;
:artifice&lt;br /&gt;
&lt;br /&gt;
;etymology &lt;br /&gt;
:shield (Sodel)&lt;br /&gt;
:Skirt (Nabreth)&lt;br /&gt;
&lt;br /&gt;
=== Words about Optics (Light, Color, Shadow, Vision) ===&lt;br /&gt;
&lt;br /&gt;
* Seer	''Abras''	&lt;br /&gt;
* Search ''Absam''&lt;br /&gt;
* Finder ''Atol''&lt;br /&gt;
* Watch	''Azin''&lt;br /&gt;
* eye ''ker''&lt;br /&gt;
* appearance ''Asrer''&lt;br /&gt;
* bright ''shin'' &lt;br /&gt;
* Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
====glare====&lt;br /&gt;
&lt;br /&gt;
''Kertir''&lt;br /&gt;
&lt;br /&gt;
Glare ety - Dung tir, eye ker &lt;br /&gt;
====vivid====&lt;br /&gt;
&lt;br /&gt;
D: ''Têshinasrer''&lt;br /&gt;
&lt;br /&gt;
;ety&lt;br /&gt;
:appearance ''Asrer'' &lt;br /&gt;
:bright ''shin'' &lt;br /&gt;
:Radiance ''Atêsh''&lt;br /&gt;
&lt;br /&gt;
=== Loot Words ===&lt;br /&gt;
&lt;br /&gt;
====cargo====&lt;br /&gt;
====hoard====&lt;br /&gt;
====prize====&lt;br /&gt;
&lt;br /&gt;
''Kirstot''&lt;br /&gt;
&lt;br /&gt;
ety - akir reward, stot surprise -&lt;br /&gt;
&lt;br /&gt;
====half ====&lt;br /&gt;
&lt;br /&gt;
=== Survival Words ===&lt;br /&gt;
&lt;br /&gt;
====adapt====&lt;br /&gt;
&lt;br /&gt;
''Geshcozt''&lt;br /&gt;
&lt;br /&gt;
;etymology, related&lt;br /&gt;
:adaptation&lt;br /&gt;
:threat&lt;br /&gt;
:proliferation&lt;br /&gt;
&lt;br /&gt;
====allow====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====alone====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====boost====&lt;br /&gt;
&lt;br /&gt;
====crude====&lt;br /&gt;
&lt;br /&gt;
''Ûbom'' (pronounced &amp;quot;ew baam&amp;quot;?) is a clear vanilla synonym for this adjective. We could either use that, or make a similar solitarian word like ''Ûmb'' (pronounced &amp;quot;ewm&amp;quot; or &amp;quot;oomb&amp;quot; like &amp;quot;tomb&amp;quot; without the t) or ''Ûbgash'' combining mean and vulgar.&lt;br /&gt;
&lt;br /&gt;
;ety, related words&lt;br /&gt;
: [S_WORD:BRUTE] Tîrdug&lt;br /&gt;
: Dung	Tig&lt;br /&gt;
: [S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
: Vulgar Detgash&lt;br /&gt;
&lt;br /&gt;
====prove====&lt;br /&gt;
&lt;br /&gt;
====doubt====&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
====atone====&lt;br /&gt;
====bough====&lt;br /&gt;
&lt;br /&gt;
tree dak, stick sholil wooden lolum, root odur&lt;br /&gt;
&lt;br /&gt;
====chute====&lt;br /&gt;
====cheat====&lt;br /&gt;
&lt;br /&gt;
''Vatirg''&lt;br /&gt;
&lt;br /&gt;
;ety, related &lt;br /&gt;
:Trick	Vafig&lt;br /&gt;
:Dung tir -&lt;br /&gt;
:[S_WORD:MEAN LOW] Ûbom&lt;br /&gt;
&lt;br /&gt;
====clamp====&lt;br /&gt;
&lt;br /&gt;
''Ligdur''&lt;br /&gt;
&lt;br /&gt;
etymology - clasp, grasp, craft, tool, tightness - &lt;br /&gt;
&lt;br /&gt;
====crime====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====crust====&lt;br /&gt;
&lt;br /&gt;
;related&lt;br /&gt;
:[S_WORD:EARTH]&lt;br /&gt;
&lt;br /&gt;
====delve====&lt;br /&gt;
&lt;br /&gt;
''thoduk'ok''&lt;br /&gt;
&lt;br /&gt;
delve - &amp;quot;dive within&amp;quot; Dive, Deep, Within - &lt;br /&gt;
&lt;br /&gt;
====girth====&lt;br /&gt;
&lt;br /&gt;
====havoc====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
:Passionate Ishen&lt;br /&gt;
:Malignant Kùgneb&lt;br /&gt;
:Chaos Rërith&lt;br /&gt;
:Stormy Togal&lt;br /&gt;
:Destruction Terstum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====ought====&lt;br /&gt;
====paste====&lt;br /&gt;
;etymology, related words&lt;br /&gt;
&lt;br /&gt;
====pluck====&lt;br /&gt;
&lt;br /&gt;
''Kiksol''&lt;br /&gt;
&lt;br /&gt;
Pluck etymology- Seize (Asol) Speck(Kik) - &lt;br /&gt;
&lt;br /&gt;
====story====&lt;br /&gt;
====tryst====&lt;br /&gt;
====usurp====&lt;br /&gt;
(tion)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[language_SYM.txt]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_notes&amp;diff=293148</id>
		<title>User:Jerimee/mod notes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jerimee/mod_notes&amp;diff=293148"/>
		<updated>2023-05-01T21:25:00Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scratch pad to keep notes about mod ideas&lt;br /&gt;
&lt;br /&gt;
== Rainbow ==&lt;br /&gt;
&lt;br /&gt;
Rainbow occurs rarely when [[Weather#Rain|rain]] ends. Dwarves like rainbow. Rainbow occurs 25% in good zone. Rainbow occurs 20% of the time after rain end normally. Rainbow occurs 10% of the time in evil zones. Rainbow is twice as lovely in evil zones. Rainbow isn't visually show; but instead an alert or other indication is given.&lt;br /&gt;
&lt;br /&gt;
=== Notes from discord ===&lt;br /&gt;
&lt;br /&gt;
via Rose the Elf and DPh Kraken [[User:Jerimee|Jerimee]] ([[User talk:Jerimee|talk]]) 21:24, 1 May 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dwarves get good thoughts through a syndrome: ''&amp;quot;Urist McLeprechaun felt hope due to witnessing a rainbow&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
DFHack can read the weather of each biome present in a fort. So you can check if it's raining whenever you want to, and make rainbows when it starts or ends, or especially when it's raining in only one area.&lt;br /&gt;
&lt;br /&gt;
Biome interactions control the stuff like evil rain, you can give certain biomes a weekly interaction that starts rain (so you know it happens).&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
* [[Language_SYM.txt]]&lt;br /&gt;
* [[Template:Adjective dictionary]]&lt;br /&gt;
* [[:Category:Language]]&lt;br /&gt;
* raws: https://github.com/DF-Wiki/DFRawFunctions/tree/master/raws/v50&lt;br /&gt;
* list of symbol groups: [[User:Jerimee/language_SYM.txt]]&lt;br /&gt;
* Solitarian: http://www.bay12forums.com/smf/index.php?topic=173289.0&lt;br /&gt;
* words workspace: [[User:Jerimee/words workspace]]&lt;br /&gt;
** simple list of words: [[User:Jerimee/language_words list]]&lt;br /&gt;
** table of all words [[User:Jerimee/Words Table]]&lt;br /&gt;
** my words: [[User:Jerimee/mod words]]&lt;br /&gt;
** spheres: [[User:Jerimee/spheres]]&lt;br /&gt;
&lt;br /&gt;
==Smells==&lt;br /&gt;
&lt;br /&gt;
=== Incense / Censor ===&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
&lt;br /&gt;
;positive correlation&lt;br /&gt;
:LUST_PROPENSITY&lt;br /&gt;
:CURIOUS&lt;br /&gt;
:IMAGINATION&lt;br /&gt;
:ROMANCE&lt;br /&gt;
&lt;br /&gt;
;negative correlation&lt;br /&gt;
:NATURE&lt;br /&gt;
&lt;br /&gt;
== Food notes ==&lt;br /&gt;
&lt;br /&gt;
to rename food portion- https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/item_food.txt&lt;br /&gt;
&lt;br /&gt;
Can I add DESCRIPTION		Allows a string to describe the tool when viewed. The text box can accommodate up to 325 characters until it cuts off, but the spacing of actual sentences puts the realistic limit closer to 300. Multiple DEFINITION tokens can be used in the same tool definition, with each appearing on a new line. to item food object?&lt;br /&gt;
&lt;br /&gt;
How is food effect calculated? &lt;br /&gt;
&lt;br /&gt;
Can Syndrome be given? via Material? via Interactions? Yes both.&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Template_Documentation&amp;diff=293147</id>
		<title>Category:Template Documentation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Template_Documentation&amp;diff=293147"/>
		<updated>2023-05-01T21:19:17Z</updated>

		<summary type="html">&lt;p&gt;Jerimee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Template Documentation''' category is for pages that explain how the various templates work.  Templates are standard wiki pages whose content is designed to be [https://www.mediawiki.org/wiki/Transclusion transcluded] (embedded) inside other pages.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Jerimee</name></author>
	</entry>
</feed>