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Dwarf Fortress => DF General Discussion => Topic started by: CaptainMcClellan on January 23, 2015, 02:37:50 pm

Title: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 23, 2015, 02:37:50 pm
Okay, in my desire to compose Dwarven Epics in actual Dwarven, relaying tales of the many forts I ( and others ) doom to fiery oblivion, I found myself in need of some language elements that may not be currently expounded upon. That is why I am founding this community project, which I will submit my own works to. The goal is to create a formal, standardized Dwarven for use by players, built on and incorporating both the extensive and existing Dwarven vocabulary, real-world linguistics, fan hypotheses and consensus, and (if possible) input from Toady and ThreeToe. ( ThreeToe especially given his background. ) Hopefully, all of this will go on to develop a fully functional fantasy language that will (eventually) be incorporated in the game. I speculate that ToadyOne and ThreeToe may already have some ideas in mind for doing this and as their fans, we should help offload the work so that they can focus on more immediate issues. That said, do keep in mind that Dwarf Fortress is still a game and while I want to treat this academically, including debates over the best or "most accurate" way to enact something, I don't want trolling or to start a flame war, or to split the fanbase. I don't expect this to be an issue, but if it is I may have to lock the thread.

Here are some current resources about the Dwarven language:

http://dflangs.wikidot.com/wiki:languages
http://dflangs.wikidot.com/wiki:alphabets#Dwarven
http://pastebin.com/QhSAEhQc

There will eventually be "official documents" posted to the dffd, chronicling the current versions of syntax, grammar, conjugation, and punctuation ( if any ) rules. Hopefully in a "for dummies" fashion, as I can see this project getting as hopelessly complex as the game itself. Also, there might come a point in which a list of "universal/multiversal" Dwarven proverbs and idioms is also available, but that's a low priority.

I understand something like this is probably already, or had been already, in existence. If so, all the better, please PM me about merging it into this thread.

What I have thought of so far:
-Conjugation rules for plurals when not given in the dictionary, of which I only have one potential rule.
-A method to use a known as an adjective with a suffix, pretty much the same as English.
-Separating conjugations into categories based on the end sound of the word being modified. ( For example, if the word ends in a consonant or vowel, if the last vowel was long or short, broad or slender, etc. )

What is especially needed:
-Sentence syntax structure.
-Punctuation rules, if we all agree or Toady/Three Toe states that Dwarves use punctuation. ( Probably yes. )
-More sophisticated pronunciation guides, ones that take into account stressed syllables, intonation, and how exactly the sounds are grouped in each syllable of the existing words. ( For example, the Dwarven word for abbey is "kulet" is that "ku-let" or "kul-et" and is which syllable is more prominent. Yadda-yadda-yadda. )

What I'd like to see:
-Speculation on the most likely meter of Dwarven poetry, including for different types of poems.
-Speculation on the difference(s) between Dwarven poems and prose.
-Some sort of symbolic number system unique to the Dwarves. ( Purely for aesthetic purposes, learning a new number system to play the game would be insane. ) Feel free to experiment with different number bases! :P
-At least one universal Dwarven axiom.
-Maybe some more words?

What we need to look out for:
-Changes in the official Dwarven dictionary.
-ToadyOne's comments.

If you know or become aware of anything like that please bring it up on this thread!

So, have at it! I look forward to the results.
Title: Re: Dwarven Linguistics Core Project
Post by: Baffler on January 23, 2015, 05:02:48 pm
PTW, for now at least.
Title: Re: Dwarven Linguistics Core Project
Post by: King_of_Baboons on January 23, 2015, 05:45:35 pm
I am speechless....

This is the most epic idea I have ever seen.But what about the other languages?The current language system of DF only seems to affect names and nothing else.If Toady and ThreeToe really want to improve that system they could add a lot of stuff like:

-How will the different races communicate with each other?A dwarf probably wouldn't understand a single word of the elvish language and so on.So brokers need to be educated in every single language or otherwise you will not be able to trade with the other races.

-A whole system about education and reading.Players would need to educate the fortress children otherwise they will grown illiterate and dumb.So you better stop trowing them in those holes filled with traps you maniacs.

-Adventure confusion.The Reader skill finally would have purpose:Adventurers who have low reading will never understand a book written in a foreign language to them.This means you may be not capable of talking with a dwarf if you are a human unless you actually know one.The books should contain actual text that you can read.

-Toggle between English and Dwarfish:just in case the player wants to read stuff in dwarven language instead of English.

I totally support this idea.   
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 23, 2015, 06:10:57 pm
This sounds like a worthy project.  Assuming no one dredges up a near-complete syntax from the past, I'd suggest something relatively structured like Middle English and just abolish any irregular forms.  It was spoken in the 1300's, and has a really nice feature: the language was in transition, therefore scribes of the time were in disagreement on many details of the written language, therefore you almost can't be wrong.

M.E. had two regular forms for verbs, "weak" and "strong."  A nice example is "wind" which has two different meanings in English, one weak and one strong.  Weak "wind" (to become breathless) has a past tense of "winded" while strong "wind" (to wrap around something) has a past tense of "wound."  We don't need to stick to two verb forms, but some small number is appropriate.  Ideally they can be specified with deterministic rules that can be translated into "regular expressions" (a useful shorthand for search/replace operations); in the strong example "i" was replaced with "ou".

Irregular verbs tend to arise from inconvenient conjugations for common words.  With no historical baggage, we can just assign troublesome words to forms that work well.

If we can come up with a nice dwarfy set of categories that apply broadly, we can repeat that throughout the language.  One convenient set is the four elements Earth, Fire, Air, and Water. 
EarthFireAirWater
GenderMaleBoth/IndeterminateNeitherFemale
MatterSolidPlasma/EnergyGasLiquid
Verb tenseStatic/UnchangingPresentFuturePast
Verb form for "fortify"
dumed
Earth-form
dumedur
Fire-form
dûmed
Air-form
dumëd
Water-form
lidumed

Verb forms completely made up off the top of my head for illustration only.
Title: Re: Dwarven Linguistics Core Project
Post by: bahihs on January 23, 2015, 06:51:18 pm
As speechless as I am about the valiant effort of this project, it did come up a while back. In curiosity, I emailed Toady to see his response.

To him, linguistics is one of those things that he'd rather do himself for... well, it's fun. The same reason why these threads come up is why Toady wants to do it himself- it's fun to do.

Well there goes that I guess...

Would be quite interesting to see how dwarven culture would affect its language (culture to language not the other way around, afterall), like 20 different words for stone or dirt.

EDIT: While we're on the topic though, I like a non-irregular conjugation system for verbs. The verbs would be generated from root words which are already implemented (adjectives and nouns). There would be no ambiguity or multiple ways to say something (i.e for tenses, there is only one way to indicate a specific tense) since Dwarves are economical (though of course there could be many words for the same thing, i.e synonyms). S-V-O should work out fine, and we should stick to it strictly. I hope there isn't gender involved (because its rather arbitrary), but if there is it should follow a "dwarven" system. The 4 elements system outlined above sounds cool. I'd like to see something like "Hard" and "Soft" genders which are then reflected by changes in sound (dumed ->thumed) but that might be too much...
Title: Re: Dwarven Linguistics Core Project
Post by: FallenAngel on January 23, 2015, 07:22:10 pm
As speechless as I am about the valiant effort of this project, it did come up a while back. In curiosity, I emailed Toady to see his response.

To him, linguistics is one of those things that he'd rather do himself for... well, it's fun. The same reason why these threads come up is why Toady wants to do it himself- it's fun to do.
This doesn't mean we can't work on it.
It just means that our work probably won't become a feature, although if enough acclaim is generated, it's possible that the more memetic parts become official.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 23, 2015, 09:38:27 pm
I am speechless....

This is the most epic idea I have ever seen.But what about the other languages?The current language system of DF only seems to affect names and nothing else.If Toady and ThreeToe really want to improve that system they could add a lot of stuff like:

-How will the different races communicate with each other?A dwarf probably wouldn't understand a single word of the elvish language and so on.So brokers need to be educated in every single language or otherwise you will not be able to trade with the other races.

-A whole system about education and reading.Players would need to educate the fortress children otherwise they will grown illiterate and dumb.So you better stop trowing them in those holes filled with traps you maniacs.

-Adventure confusion.The Reader skill finally would have purpose:Adventurers who have low reading will never understand a book written in a foreign language to them.This means you may be not capable of talking with a dwarf if you are a human unless you actually know one.The books should contain actual text that you can read.

-Toggle between English and Dwarfish:just in case the player wants to read stuff in dwarven language instead of English.

I totally support this idea.   
Besides the last thing, that's not the point of this project. Besides dwarves are born literate in their language by blessing of Armok, as are gnomes to faciliate their (un)holy works. The point of this project is for players to become literate in Dwarven. For the sake of making amazing fan-projects. However! It'd be great if these things all did come to fruition in the game!
As speechless as I am about the valiant effort of this project, it did come up a while back. In curiosity, I emailed Toady to see his response.

To him, linguistics is one of those things that he'd rather do himself for... well, it's fun. The same reason why these threads come up is why Toady wants to do it himself- it's fun to do.

Well there goes that I guess...

Would be quite interesting to see how dwarven culture would affect its language (culture to language not the other way around, afterall), like 20 different words for stone or dirt.

EDIT: While we're on the topic though, I like a non-irregular conjugation system for verbs. The verbs would be generated from root words which are already implemented (adjectives and nouns). There would be no ambiguity or multiple ways to say something (i.e for tenses, there is only one way to indicate a specific tense) since Dwarves are economical (though of course there could be many words for the same thing, i.e synonyms). S-V-O should work out fine, and we should stick to it strictly. I hope there isn't gender involved (because its rather arbitrary), but if there is it should follow a "dwarven" system. The 4 elements system outlined above sounds cool. I'd like to see something like "Hard" and "Soft" genders which are then reflected by changes in sound (dumed ->thumed) but that might be too much...
Mm, I was thinking V-O-S maybe? XD "light the forge Sakzul". " listen to me little kid." Very authoratative and such. In English it would sound weird for non-commands, but maybe not in Dwarven. I don't think it'll catch on, but it's an idea. I like the hard/soft thing, but not directly related to gender, due to the equal badassery of male and female dwarves. How much gender even factors in Dwarven is debatable. Also, I'm for regular conjugation based on the base word with only a few exception.

In my notes I had "tilati" as a possible plural for "child", based on the base word " tilat" ending in a consonant and the last vowel being "broad". ( Sort of a variation of Gaelic vowel rules, except instead of the "slender" ( i, e, and variants ) to "slender" and "broad" ( a, o, and u and variants ) to "broad", it's opposites attract. Other examples in this vein would be "kuleta/kuleto" for "abbeys", from the base word "kulet". ) Still not sure how words ending in a vowel would work. Maybe "-en" or "-in" and "-am" or "-om". What does everyone think of that?

EDIT: I have read only one book on the Gaelic language, please excuse me if I got something wrong!
Title: Re: Dwarven Linguistics Core Project
Post by: Uronym on January 24, 2015, 10:10:04 am
I imagine Dwarven to be a very isolating (http://en.wikipedia.org/wiki/Isolating_language)/analytic (http://en.wikipedia.org/wiki/Analytic_language) language; that is, I would see them not changing their words much for any given situation, instead using particles, prepositions and word ordering to get their meaning across (similar to English or Chinese). This would fit perfectly with the information that we are given about the language: just a huge list of words. We would simply need to make up the rules for syntax, word ordering and add a few particles so that it makes sense.

I like the idea of V-O-S word ordering; it gives a businesslike verb focus that fits the industrious dwarves. Adjectives (and other modifiers) should go before the noun, as they do in the game, with no preferred order for those adjectives (big red balloon/red big ballon both being fine). I would be fine using the same punctuation system as is used in English; it's almost universal, easy to understand, and covers everything necessary. As for pronunciation, I wish I had a clue what Toady meant by those diacritics, but for the basic phonemes, I would imagine mainly sticking to the IPA, with a few English digraphs (like th → /θ/ or sh → /ʃ/).

Finally, there is a somewhat glaring lack of pronouns and verbs in the vocabulary that we have already. We will need to either make more, or be exceptionally creative...

Compound words could be used to eliminate ambiguity and in place of more complex syntax. For instance, a steel sword could be delerdastot; essentially, using compound words instead of our (extremely limited) adjectives/adverbs. Some example sentences with these kinds of rules (with gloss):

Gethdôbar zandelerdastot onolbomeshtân.
Past-create artifact steel sword mountain-home smith.
The smith of the mountain-home created an artifact steel sword.

Nanothgamil dákudos.
Never-trust tree-man.
Never trust elves.

Gomathubmosus gethub.
Legendary-dine-room past-dine.
(I) dined in a legendary dining room. [No first person pronoun. Perhaps dwarves are just that selfless?]
Title: Re: Dwarven Linguistics Core Project
Post by: bahihs on January 24, 2015, 10:37:00 am
Keep in mind that "gender" doesn't really mean gender in the male or female sense. Its just a placeholder for an idea, like "positive" and "negative" charge. You can call it anything you like, for the dwarves something like "Hardness" or "Rigidity" makes sense. Thus somethings are "hard" and their sounds corroborate that, other things are "soft" and, likewise, their sounds show that also.

V-O-S can be annoying for Romance language speakers because it is so foreign. The sentences you choose make sense even in English (this is what I mean by sticking to S-V-O strictly, such constructions would not be sensible), but things like: "Eat roast you" are nonsensical (in English). Still, it could work; things like that are rather arbitrary anyways.

But if you want to get really foreign, we need to start eliminating things. Like verbs. Lets just get rid of verbs and replace them with articles which tell the reader/listener the next word is a verb. All words are either nouns (pronouns) or adjectives, and the word "ore" (for example) would indicate the next word (always a noun or adjective) is a verb in the infinitive form, and "ash" indicates present tense.

For example (in English): "He ash need ore dying today!" or "He ash need alcohol ore getting through working day" (Note that here I use the gerund forms of the verbs, but technically any noun form indicating the idea would work, i.e death instead of dying, necessity instead of need etc.)

This would create a brutally simple language in which the user would need to memorize only nouns and adjectives (and pronouns), and then the conjugating articles to indicate action. Number and person can be determined by the use of a pronoun or just context.

So, the sentence: "He needs alcohol to get through the working day" becomes "He (no pronouns in the dictionary yet) ash dal ucat ore okon ducim alod"

Which literally means: "He greeds beer to bear work day"

Couple things to note with this bizarre sentence:

1. For whatever reason the words "need" and "want" are not in the dwarven dictionary (irony?), so I used "greed" instead, since it is closest thing I could find to the intended meaning
2. The word "get" is also missing, so I used "burden" which works in this context since "get through" kind of means "bear".

After looking at the dwarven dictionary, however, it seems verbs do exist in the language so you might was well scrap everything here...
Title: Re: Dwarven Linguistics Core Project
Post by: bahihs on January 24, 2015, 10:41:51 am
I imagine Dwarven to be a very isolating (http://en.wikipedia.org/wiki/Isolating_language)/analytic (http://en.wikipedia.org/wiki/Analytic_language) language; that is, I would see them not changing their words much for any given situation, instead using particles, prepositions and word ordering to get their meaning across (similar to English or Chinese). This would fit perfectly with the information that we are given about the language: just a huge list of words. We would simply need to make up the rules for syntax, word ordering and add a few particles so that it makes sense.

I like the idea of V-O-S word ordering; it gives a businesslike verb focus that fits the industrious dwarves. Adjectives (and other modifiers) should go before the noun, as they do in the game, with no preferred order for those adjectives (big red balloon/red big ballon both being fine). I would be fine using the same punctuation system as is used in English; it's almost universal, easy to understand, and covers everything necessary. As for pronunciation, I wish I had a clue what Toady meant by those diacritics, but for the basic phonemes, I would imagine mainly sticking to the IPA, with a few English digraphs (like th → /θ/ or sh → /ʃ/).

Finally, there is a somewhat glaring lack of pronouns and verbs in the vocabulary that we have already. We will need to either make more, or be exceptionally creative...

Compound words could be used to eliminate ambiguity and in place of more complex syntax. For instance, a steel sword could be delerdastot; essentially, using compound words instead of our (extremely limited) adjectives/adverbs. Some example sentences with these kinds of rules (with gloss):

Gethdôbar zandelerdastot onolbomeshtân.
Past-create artifact steel sword mountain-home smith.
The smith of the mountain-home created an artifact steel sword.

Nanothgamil dákudos.
Never-trust tree-man.
Never trust elves.

Gomathubmosus gethub.
Legendary-dine-room past-dine.
(I) dined in a legendary dining room. [No first person pronoun. Perhaps dwarves are just that selfless?]

This is fucking incredible, seriously.

I especially love how conjugation is replaced simply with the word "past" for past-tense. That is so dwarven its accelerating the growth of my beard.

EDIT: I think we can combine my idea of transforming ordinary nouns/adjectives into verbs using articles, with the compound-word idea to generate all the verbs we need. But seriously, this really does sound dwarven. Kudos to you Uronym. 
Title: Re: Dwarven Linguistics Core Project
Post by: SirQuiamus on January 24, 2015, 01:15:33 pm
As for pronunciation, I wish I had a clue what Toady meant by those diacritics, but for the basic phonemes, I would imagine mainly sticking to the IPA, with a few English digraphs (like th → /θ/ or sh → /ʃ/).

Well, we cannot know the exact phonetic values of those diacritics without consulting Toady, but it's easy enough to find out whether they signify different phonemes, or allophones of the same phoneme.
I fiddled with regular expressions for a bit, and it turns out there are quite a few cases in which the change of a diacritic causes a significant change in meaning.
For example, here's a list of minimal pairs involving the different versions of the "a" letter:

Spoiler (click to show/hide)

Someone remarked in an earlier thread that the creation of a language should begin with the phonetics, and I'm inclined to agree.


Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 24, 2015, 03:21:08 pm
As for pronunciation, I wish I had a clue what Toady meant by those diacritics, but for the basic phonemes, I would imagine mainly sticking to the IPA, with a few English digraphs (like th → /θ/ or sh → /ʃ/).

Well, we cannot know the exact phonetic values of those diacritics without consulting Toady, but it's easy enough to find out whether they signify different phonemes, or allophones of the same phoneme.
I fiddled with regular expressions for a bit, and it turns out there are quite a few cases in which the change of a diacritic causes a significant change in meaning.
For example, here's a list of minimal pairs involving the different versions of the "a" letter:

Spoiler (click to show/hide)

Someone remarked in an earlier thread that the creation of a language should begin with the phonetics, and I'm inclined to agree.
Though I agree that the different vowels differentiate the meanings, there are some words that appear to be intentionally similar.

Code: [Select]
[T_WORD:BLOOD:nazush]
[T_WORD:BLOODY:nashon]

[T_WORD:HAND:otad]
[T_WORD:HANDY:oddet]

And there are other words that are intentionally split from one another like spring (metal coil), spring (season) and spring (to jump) to make it clear that DF languages consider these distinct concepts.

But most words that you'd expect to share a root don't (e.g., sorcerer and sorcery, seduce and seducer, negative and negate, master and mastery, clear and clearing, ally and alliance and allegiance, etc.).  This makes me hesitant to assert that you can just compound words at will and retain their meanings.  That said, the language_words.txt file does assign multiple parts of speech to the same word fairly often.

Coming back to verb forms for a moment, the groupings don't have to make sense.  There's no real unifying concept of why Spanish verbs are ar-type, er-type or ir-type.  The important thing is that they create predictable and useful conjugations.

Among the many, many words that aren't in the DF dictionary, one of the troubling ones is "to be."  I know that whoever developed Klingon did it without "to be" (only to be told later by the script-writers to put it in), so it's possible.  My idea was to use the static/unchanging tense to indicate a permanent state "I fight" to distinguish it from the present "I am fighting" without resorting to a linking verb "I am a fighter."
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 25, 2015, 02:40:16 am
I agree with Uronym and particularly love his method for denoting tense because (in Dwarven) it sounds really nice and it seems to make a lot of sense. I also agree that dwarven is probably fairly analytic, but I should think that it's also rather symbolic. If we're going in with an analytical approach, then could we use intonation shifts or suffixes for certain adjectives: colours, or relative numbers? At very least, have a plurals system for one object vs more than one objects. I'm thinking it could go along the lines of what Dirst suggested. Though, as he pointed out, this could be compunded with issues of similar words, especially those that are very weakly associated.

Also, frankly I don't understand bahihs's system, like at all. Mind trying to explain again in a different way?

In response to his other thing, gender usually denotes biological sex or concepts associated with a sex. While there's not absolutely no place for that, I don't think it would play as heavily in Dwarven as in Human or elven languages where (I suspect that theoretically) the sexual dimorphism is more pronounced. (In practice, both genders are functionally identical beyond reproductive capacity at this time. Also, please keep sexism out of this, for flameproofing and because the dwarves don't have any. ) That said, I think some sort of "essence" descirptor is in order. Whether it be as simple as binary configuration of elements (eg"Earth"/"Sky', " Depths"/"Surface", "Hard"/" Soft" or "Dark"/" Light" ) or as much as Dirst's quartenary or even as complex as basic abstract colours ( usually 10-11, occasionally 12 elements, and if we go with Dwarf Fortress UI, a whopping 16! ) is up for debate. Possibly relevant: http://en.m.wikipedia.org/wiki/Basic_Color_Terms:_Their_Universality_and_Evolution

Final paragraph of this post: I see no reason not to go with the IPA chart in the OP until told otherwise, but if someone wants to ask ToadyOne or ThreeToe, please do! :)
Title: Re: Dwarven Linguistics Core Project
Post by: Orange Wizard on January 25, 2015, 03:02:55 am
PTW.
Although all these projects have died in the past without making much progress, I shall remain hopeful.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 25, 2015, 03:28:06 am
PTW.
Although all these projects have died in the past without making much progress, I shall remain hopeful.
I'm a persistent forum bumper and thread necromancer and I think that alone will sustain this project. ( At least until I am struck with another strange mood and withdraw from society. ) At any rate, we've already made promising progress, in my opinion.
Title: Re: Dwarven Linguistics Core Project
Post by: Orange Wizard on January 25, 2015, 05:03:07 am
Well, it's never to late to reverse a trend.
Title: Re: Dwarven Linguistics Core Project
Post by: SirQuiamus on January 25, 2015, 08:09:49 am
...
If we're going in with an analytical approach, then could we use intonation shifts or suffixes for certain adjectives: colours, or relative numbers?
...
Final paragraph of this post: I see no reason not to go with the IPA chart in the OP until told otherwise, but if someone wants to ask ToadyOne or ThreeToe, please do! :)


The chart is still far too tentative for an adequate description of the language, because it assigns the same IPA value to letters which clearly denote different phonemes, for example: [ùúû]=uː and [eäé]=ɛ. The question is: should we (or Toady) improve the chart by assigning easily distinguishable vowel sounds to all the diacritical letters, or should we make Dwarvish a tonal language, like Chinese? In the latter case, it would be difficult to use intonation for marking adjectives, etc.       
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 25, 2015, 08:27:23 am
On a practical note, remember that some graphics packs replace the accented letters with basic ones.  As mentione above, this can drastically change the meanings of some words.  For now don't let it dampen your thinking about the phonetics, just be aware that text may not render properly in the game.

As for the sentence order, in English the command-like style of putting the verb first is because an omitted subject has an implied "you" at the front.

Not an expert on linguistics, but I exprct the word order depends on what is most important (imagine the speaker might be interrupted at any moment).  iirc, Old English tagged most words to indicate their function in the sentence.
Title: Re: Dwarven Linguistics Core Project
Post by: SirQuiamus on January 25, 2015, 09:01:28 am
We should also bear in mind that whenever we are talking about characters like à and ê, we are not dealing with real Dwarven letters, but Toady's system for transliterating them into the Latin alphabet. This actually makes things a lot simpler in terms of phonetics, since we can simply assume that the dictionary is already based on a systematic effort to map all the sounds of the language (cf. Pinyin or Kunrei-shiki), and we therefore don't have to worry about homophones and other nasty stuff.
Title: Re: Dwarven Linguistics Core Project
Post by: Uronym on January 25, 2015, 09:12:53 am
Glad you like my idea on tenses/syntax! I just thought it was pretty simple and to the point, like a dwarf, really. And we can nearly dodge the question of prepositions/particles with it.

As for the diacritics, it looks like we have four standard marks, as well as å (some quick wiki diving tells me that this is a Scandinavian letter pronounced somewhat like "ah"). Each vowel can have an accent (á), a grave (à), a circumflex (â), or an umlaut/diaeresis (ä), except u, which can only have an accent, grave, or its own special diacritic (ū). This raises the question of what they are supposed to mean:

As for the native writing system, the extremely isolating/analytic and agglutinate evidence from the game suggests to me similarity to Chinese; I like to think they would write in ideograph runes, with long, straight lines meant for carving into stone with another stone over several days. Of course, the dwarves in other fantasy works often write in phonetic runes, which sounds perfectly fine as well. Perhaps they could use a combination, similar to Japanese: phonetic runes could be used for some names and grammatical particles (or by children/foreigners with poor knowledge of the ideographs), with the ideographs being used for the majority of other words as well as native Dwarven names.

Developing a huge catalog of ideograph runes might be a little bit difficult though, considering the (ripe for expansion) extremely tiny vocabulary given in the word list already has 2175 distinct (though often quite similar) words. But perhaps that is just the thing for this kind of community project, and it would certainly be dwarf-like.
Title: Re: Dwarven Linguistics Core Project
Post by: SirQuiamus on January 25, 2015, 10:09:34 am
Spoiler (click to show/hide)

Just for reference, the letter Å denotes /ɔ/ (short) or /oː/ (long) in Swedish, Ä is always pronounced as /æ/ in Finnish, and Ö is always /ø/ in Finnish and Swedish. It would be fairly straightforward to make å, ö, and ä signify different vowels, like in the aforementioned languages, but what about the other vowels with two dots (umlaut/diaeresis)? If the sounds are to be distinctive, diaeresis by itself would not be enough (and it would be at odds with the letters ö and ä), so we need to come up with some kind of a sound change (the Dwarven Umlaut) to distinguish ë and ï from e and i.

EDIT: A completely different approach would be to make the distinction quantitative as opposed to qualitative, so that the umlauted letters would simply denote lengthened vowels.           
Title: Re: Dwarven Linguistics Core Project
Post by: bahihs on January 25, 2015, 11:21:36 am
Quote
Also, frankly I don't understand bahihs's system, like at all. Mind trying to explain again in a different way?

Sure, no problem (though keep in mind that it is all kind of unnecessary since verbs do exist in the dwarven dicitonary).

Basically the idea is: we eliminate verbs. That's it.

That leaves us with only with nouns and adjectives, which gives us: "ideas"and "things" (nouns) and "qualities" (adjectives)

Then we can use a set of words (something like prefixes or articles) to denote when a noun or adjective is meant in the sense of an action (i.e a verb). Depending on the prefix/article we use, tense is indicated.

This means that any noun or adjective can be turned into a verb with the addition of a specific prefix.

Now for some examples to clear everything up:

First lets go back to my original example, the sentence was:

"Urist needs alcohol to get through the working day"

The problem here, is that the verbs "to need" and "to get" don't exist in the dwarven dictionary. However the nouns "greed" and "burden" do. Thus we can use these nouns in combination with the appropriate prefix/article, to transform them into verbs.

Now, lets say that the word/prefix "ash" indicates that the next word (a noun or adjective) is intended to be interpreted as an action happening right now (i.e the present tense) and that the word "ore" indicates that the next word is to be interpreted as an verb in the infinitive form.

Then (in english): Ash greed = "greeds" (or, "is greedy for/wants/desires") and Ore burden = "to bear" (or, "to endure/to get through")

Now in dwarven: ash dal = ash greed = "greeds" and ore okon = ore burden = "to bear"; where dal = greed and okon = burden in dwarven.

Finally the full sentence:

"Urist needs alcohol to get through the working day"
"Urist ash dal ucat ore okon ducim alod"

It sounds and looks a bit better if you compound the prefix with the noun-verb:
"Urist ashdal ucat oreokon ducim alod"

A few things to note:

1. I am using S-V-O here
2. There may be better words to express "needs" than "greed" but I just used the first thing I found in the dictionary
3. In order to combine this with Uronym's method, you would simply use the word "past", "future" and "present" (if they exist in the dictionary) as the articles/prefixes to denote actions (instead of the arbitrary "ash" and "ore"). Thus, "I bore it" (as in something heavy) could be: past-burden, or in dwarven: getokon

Now having said all that, Dirst provides compelling evidence showing that word roots are not as straightforward as I (and most of us, I think) thought (e.g verbs don't necessarily originate from nouns), not to mention the phonetic concerns we also have to deal with. However, I still believe that this idea could work for generating verb forms from nouns, so long as we are careful.

Ideographic runes are a pain, but I do agree with the analysis. It would allow long messages to be written quickly and can be a kind of art in itself for the engraver/craftsman (i.e calligraphy).
Title: Re: Dwarven Linguistics Core Project
Post by: Uronym on January 25, 2015, 12:02:51 pm
The roots are pretty weird. I would personally choose to throw out some of the pointless words for compound words; for instance, in the case of sorcerer/sorcery, you could easily go with something like sorcerer/sorcerer-work (litez/litezducim) or sorcery-man/sorcery (olthezudos/olthez). But that is really a question of how much you are willing to deviate from the word list that we have; after all, it does say that sorcerer and sorcery are completely different words.

Also, I found a word for need: inem (require). So here is my proposal for the sentence:

Inem ozkakducimalodmabdug Urist.
Require carry-work-day-ale Urist
Urist needs alcohol to get through the working day.
Alt.: Urist needs the ale that carries him through the workday.

Who needs prepositions, anyway? With enough compounding, anything can be done! Also, fascinating find in the dictionary: "UN:nas". Perhaps this refers to "un-" as in the negating prefix in English? This could be useful.

Nasinem ozkakducimalodmabdug Rakust.
Rakust does not need the ale to bear him/her through the working day.

Both of these do away with any difference between "requires" (now) and "requires" (generally); I couldn't find any words referring to "now" or "currently" or anything like that. Another thought (again about Rakust):

Nasinem ozkakducimalodmabdug Rakust. Egomasrer dákudos Rakust.
[see previous]. Nature-appear tree-man Rakust.
Rakust does not need ale for his working day. Rakust naturally (therefore/thus) looks like (appears to be) an elf.

Again, it is difficult without a word for "is"/"to be", which is basically the most common and important word in all human languages. But we can probably do without it.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 25, 2015, 01:54:13 pm
I think that Uronym is slowly re-inventing German with the endless word compounding :)

One intermediate solution to the unrelated root problem is to come up with compounding rules such as <verb>-man/woman/boy/girl for a practitioner and <verb>-act for a profession and so on... then allow for the oddball existing constructions as "archaic" forms that would sound irregular but understandable to a native of the language.  And confusing to a foreigner or uneducated native.  Constructing a word from its component parts would be understood, though it may not be the common practice.  Poets and bards would switch back and forth as needed to keep meter.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 25, 2015, 02:59:09 pm
I've noted that no dwarven words end in a vowel.  This was probably done to make it easier to construct compound words, but it helpfully reduces the number of cases we need to deal with when conjugating, etc.  The complete lack of one-letter words means we can add a single vowel on the end and guarantee that we aren't accidentally changing the word or tacking on a compound.  The over-use of trailing vowels can make the language sound too Romantic, so use with restraint.

Picking out a system for genders isn't going to be particularly graceful.

MAN:udos
BOY:ärged
WOMAN:aral
GIRL:saruth
BABY:åm

I could eyeball that and say that -s and -d sound "masculine" to dwarves, -l and -th sound "feminine" and -m sounds indeterminate.  Four of them have leading vowels, but the s- on girl either breaks the idea of a leading vowel indicating a personal noun, or enters as some strange irregular case.  Probably best to ignore the leading vowels for now.

If we go with the four theme, the dwarven genders would be male, female, both/indeterminate, and genderless.  The four tenses would be static/unchanging, past, present, future.  The four verb forms could be based on convenience, keyed to the length and/or last sound of the verb... or someone could delve through the list and try to categorize them perhaps into intransitive ("Urist grumbles."), transitive impersonal/general ("Urist sings songs."), transitive personal/specific ("Urist loves her son."), and reflexive ("Urist bathes.").  Reflexive verbs are rare in English (we would tend to say "Urist bathes herself" rather than come up with different verbs for bathing oneself and bathing a pet), but a common enough feature in other languages that they might be a nice "foreign" touch.

Title: Re: Dwarven Linguistics Core Project
Post by: Miuramir on January 25, 2015, 03:54:43 pm
... Adjectives (and other modifiers) should go before the noun, as they do in the game, with no preferred order for those adjectives (big red balloon/red big ballon both being fine).

I am only Dabbling at linguistics or conlangs, but something just struck me: why don't we let the structure be more informed by what the game already tells us about dwarven society? 

In particular, quality modifiers have their own special symbols, which might be assumed to have evolved as scribal shorthand for the quality adjectives, or adjectival-modifiers.  Additionally, there are two indicators of quality; one for the item itself, and one for the decoration and/or adornment on it.  One might liken this to the concept of Essence (https://en.wikipedia.org/wiki/Essence) vs. Accident (https://en.wikipedia.org/wiki/Accident_%28philosophy%29); and given the way dwarven souls work, it might work its way into religous terminology; a ghost would have the essence of the former dwarf, but the accident of a ghost; a necromancer-raised corpse would have the essence of an evil spirit, but the accident of the former dwarf. 

Quoting from the wiki on Item quality (http://dwarffortresswiki.org/index.php/DF2014:Item_quality), "... a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality."   Clearly, to dwarves order of adjectives makes a difference, and the quality of something is important enough that it has both a prefix and a suffix; the structure is:

So, the breakdown of:
*«+steel battle axe+»*
(in English, a finely-crafted steel battle axe with superior decorations on it), works out to:

This might extend across Dwarven society; perhaps a dwarf might describe a hot date with a potential partner, where the food and furniture were above average but not by much, but they really enjoyed the conversation with their potential partner, as:
or, this was a:
-«*Urist date*»-
(Breaking it back down, it was a meeting, in the realm of things connected with breeding (compressed into "date" for English), with Urist, where the quality of the actual thing (essence) was superior, but the surrounding or accessory material (accident) was merely well-crafted.)

(Edited to add: Effectively, the "object" part of modern dwarf speech may have evolved from the "material of the item" primitive adjective.  So, steel battle axe > Urist breeding meeting; material-or-object, what-realm-of-activity, noun.)

Toady has already told us an enormous amount about how dwarves view the world; we just need to not be tone-deaf to the underlying Dwarven culture hints we've been given, just because they don't easily line up with what we think makes sense as humans. 

(Edited again, because I originally messed up the tag order in the cut and paste.  In some ways, Dwarven works like BBcode or HTML; you close tags in the reverse order that you open them.)
Title: Re: Dwarven Linguistics Core Project
Post by: bahihs on January 25, 2015, 04:27:29 pm
The only thing that astounds me more than this game, are the people that play it. That is awesome (as in awe-inspiring) work Miuramir.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 25, 2015, 04:28:27 pm
Quote
Also, frankly I don't understand bahihs's system, like at all. Mind trying to explain again in a different way?
Basically the idea is: we eliminate verbs. That's it.
No.

The only thing that astounds me more than this game, are the people that play it. That is awesome (as in awe-inspiring) work Miuramir.
Yes.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 25, 2015, 04:31:55 pm
Also, I think that it's justifiable that there's separate words for sorcerer and sorcery. Some other cases too. That said, I have no problem with ditching some things in favour of compound words.

For Miuramir, I apologize. I've got too much a headache and cannot read your long comment at the moment. I am interested, but text and I aren't agreeing right now. I'll get back to it.

Everyone: Thanks for taking this seriously! You guys are all great!
Title: Re: Dwarven Linguistics Core Project
Post by: Uronym on January 25, 2015, 04:42:11 pm

Yeah, that's cool. Apparently Malay and Georgian have what are known as circumfixes (http://en.wikipedia.org/wiki/Circumfix). That would be great. I was just thinking of how the words are compounded in dwarf place/personal names (especially fortress names, like "Strongfortress", not "Fortressstrong"; the fortress name editor has various restrictions); perhaps both could be used! Prefixes (for adjectives) and circumfixes (for quality/amount) could be used together: a *strong sword* could mean a "super" strong sword. This would be extremely useful, as there are no words for "very" or similar modifiers dictionary.

So, an example with these rules in Dwarven:
* esh-on = good (+) circumfix
* kul-sim = superior (*) circumfix

Zaludlektad eshonolbometaron kulgeshudsim.
(abr.) Zaludlektad +onolbometar+ *geshud*.
Future-lure +mountain-home-king+ *fortress*.
A superior fortress will bring (lure) the great king of the mountain-homes.

After reading those thoroughly-German length words, it's definitely easy to see why the dwarves might choose to abbreviate the circumfixes, especially in writing. Circumfixes seem to really quickly clutter things up...

Also, I think that it's justifiable that there's separate words for sorcerer and sorcery. Some other cases too. That said, I have no problem with ditching some things in favour of compound words.

I like Dirst's idea of using the specific words defined in the dictionary as "archaic" or "formal" versions of words that could be otherwise made from simple compounds.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 25, 2015, 05:04:33 pm
I see the quality marks as an interestingly dwarven form of punctuation.  The double-angle quotes act as delimiters between modifiers, to make it abundantly clear what "level" to which the quality refers.  Representing punctuation in speech is a bit tricky, but fortunately we are mostly interested in the written language.

The equivalents in English are Capitalization and scare quotes.  It used to be fairly common to capitalize a Thing to demonstrate that it was Important.  This usage has persisted in proper names, but atrophied for common nouns except for comedic effect.  It's usually voiced as emphasis that seems out of place in that sentence.  Scare quotes are more like a poor-quality mark and indicate disagreement.  They are usually voiced with a mocking tone, a hand signal for air quotes, or both.

I think three levels is about the maximum possible that could enter common usage in a language.  The innermost quality is for the bracketed phrase, the next quality is for the embellishments of that phrase, and the outermost for appropriateness of the context/surroundings.  So a ☼««goblin prisoner»»☼ would be one suffering a particularly fitting punishment, and at least for some players an ≡««elven caravan»»≡ is bathing in magma.

If we want to add the complexity of nested quality, the inner delimiter should be ‹ and ›, though for game text that reduces to < and >.  This would allow for ≡«*«+‹-«☼steel☼»-› battle axe+»*»≡ which is made from masterfully-made steel that has been decorated well (perhaps with bluing) fashioned into a finely-crafted battle axe menacing with superior spikes of silver, that is in the hands of someone who has skill with a battle axe and prefers silver.

Expressing such a complicated attitude in speech would be daunting.  Probably more subtle body-language than actual sound, and the kind of thing that a non-native speaker would get wrong.  Repeatedly.
Title: Re: Dwarven Linguistics Core Project
Post by: bahihs on January 25, 2015, 05:23:58 pm
Quote
Expressing such a complicated attitude in speech would be daunting.  Probably more subtle body-language than actual sound, and the kind of thing that a non-native speaker would get wrong killed for.  Repeatedly.

This explains dwarven psychotic rage perfectly....
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 25, 2015, 05:28:23 pm
I see the quality marks as an interestingly dwarven form of punctuation.  The double-angle quotes act as delimiters between modifiers, to make it abundantly clear what "level" to which the quality refers.  Representing punctuation in speech is a bit tricky, but fortunately we are mostly interested in the written language.

The equivalents in English are Capitalization and scare quotes.  It used to be fairly common to capitalize a Thing to demonstrate that it was Important.  This usage has persisted in proper names, but atrophied for common nouns except for comedic effect.  It's usually voiced as emphasis that seems out of place in that sentence.  Scare quotes are more like a poor-quality mark and indicate disagreement.  They are usually voiced with a mocking tone, a hand signal for air quotes, or both.

I think three levels is about the maximum possible that could enter common usage in a language.  The innermost quality is for the bracketed phrase, the next quality is for the embellishments of that phrase, and the outermost for appropriateness of the context/surroundings.  So a ☼««goblin prisoner»»☼ would be one suffering a particularly fitting punishment, and at least for some players an ≡««elven caravan»»≡ is bathing in magma.

If we want to add the complexity of nested quality, the inner delimiter should be ‹ and ›, though for game text that reduces to < and >.  This would allow for ≡«*«+‹-«☼steel☼»-› battle axe+»*»≡ which is made from masterfully-made steel that has been decorated well (perhaps with bluing) fashioned into a finely-crafted battle axe menacing with superior spikes of silver, that is in the hands of someone who has skill with a battle axe and prefers silver.

Expressing such a complicated attitude in speech would be daunting.  Probably more subtle body-language than actual sound, and the kind of thing that a non-native speaker would get wrong.  Repeatedly.
For the purposes I'm looking at, that's far too complex and I think such usage would only enter play as "jargon" of bookkeepers and elite merchants ( such as brokers ). I'm looking more into the Dwarven liberal arts: Poetry, history, "music". That said, that seems to lean more towards focusing on the spoken, but with all the ambiguity of what the diacritics notate... Perhaps a heavily simplified version could be used in the vernacular?

In line with what Miuramir was saying, as I understand it... Yeah? But how would that be conveyed with spoken language? Would there be phonemes or "sacred syllables" that are interwoven with the quality markers, a la the ideograph idea? And if we're getting into the metaphysical would there be variations on the pronunciation these ideographs to denote sacred or secular? ( For example +steel battle axe+, sai delerlibash for "fine battle axe", versus +ghost+ såh ngotol for the ghost of a finely venerable dwarf? Or ghost of a semi-sacred dwarf? Note that the pronunciations provided are arbitrary for example purposes. )

Quote
Expressing such a complicated attitude in speech would be daunting.  Probably more subtle body-language than actual sound, and the kind of thing that a non-native speaker would get wrong killed for.  Repeatedly.

This explains dwarven psychotic rage perfectly....
Yes. Also what I said above. If someone were to say of a dwarf that he was "sai onul" instead of "såh onul", ( meaning to complement him saying that the dwarf has/is a +soul+ ) it could be taken as an insult in the form of any of the following:
-sacrilege
-equating the dwarf to an object.
-perceived racism
-etc.

But I don't know...
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 25, 2015, 05:45:15 pm
Although I agree that the proper use for quality-level (or general "fitness") punctuation is technical, it's the kind of thing I'd expect any literate dwarf to recognize.  Therefore it would probably show up in art in much the same way that currency symbols find their way into art now.

But definitely not a "core" part of the language, so table it for the moment.  Going back and re-reading about "analytical" languages, it sounds like a plausible mechanism for the unrelated root issue.

I remember a long time ago when I was playing around with some Chinese symbols (I don't read or speak the language), I noticed that "electron" was a compound of "lightning particle."  Out of curiosity I constructed the symbols for "thunder particle" and was surprised to get a translation of "plain-clothes police officer."   ???

My suggestion is still to retain the unrelated roots as archaic/irregular forms and not let them get in the way of generating rules for compounding.  The DF name generator tells us that compounding is an accepted practice.
Title: Re: Dwarven Linguistics Core Project
Post by: Loam on January 25, 2015, 07:10:15 pm
Another of these projects. I am still "working" on my version of the language (as in, it is still under construction), though it's probably more complex than anyone would care for... Anyway, I guess I'll post some of my key ideas here. They're already elsewhere in the forums, but I'll put them up again for consistency.

Spoiler: Pronunciation (click to show/hide)

Vowels are key in Dwarvish (an idea derived from the fact that Dwarvish has more distinct vowel orthographs than any of the other languages. There are several types of sounds per vowel "category": basic (no diacritic), long (circumflex), and "half-vowels" (diaresis), seen respectively as normal, strong, and weak forms of the same sound. There are also the rising and falling forms (a subset of the basic type), and a special "deep A" (å) which is now considered as part of the A-system, although it has roots as an O-system vowel.

The relationships between vowels would be the basis for much of the syntax (case markings, plurals, conjugations, etc). I conceived of Dwarvish being, largely though not exclusively, an ablauting language - changing interior vowels according to some kind of vowel harmony, as in English sing/sang/sung - as opposed to an affixing or particle-based language (sorry to you analytic folks out there!). This harmony would be based on a diagram of all the vowels are their relationships to each other:
Spoiler: Vowel Relationships (click to show/hide)

I also came up with some rules for stress, though I'm not 100% positive on how well they'd sound:
Spoiler: Stress (click to show/hide)

Other than that, and some rudimentary case/gender/conjugation stuff, the biggest thing I came up with was sentence structure. I though Dwarves might use various structures for different verb voices (active, passive, and imperative), perhaps in concert with some articles or case endings for subject/object:

I have also been actively adding new words to the Dwarvish lexicon, because 2,000 is not enough (especially when that 2000 contains so few of the most commonly used English words, especially verbs and important things like PRONOUNS).

My sig text is an example of the language as it stands. It reads: "Do not raise your arms against us; or, by Armok, we will make you bleed."
Åvath is vath "raise" with a negative prefix.
öntâk is the plural of öntak "arm," as a strong noun it pluralizes by lengthening its stem vowel.
tu than is a genitive phrase, with than being you (plural or formal) and tu being "of"; so, "your (plural)."
tar is the future of tor, "to make." Basic tense (present-past-future) is marked by shifting the stem vowel clockwise (for future)
     or counterclockwise (past) along the dotted lines. So a verb in "o" shifts to "a" when in future tense.
sut is technically an infinitive; Dwarvish employs an aorist for both simple infinitives and present tense.

There's more than that in my files, but a lot of it is placeholder: things like verbals and gerunds and participles, and even less fun stuff like relative clauses, which will probably just end up looking like English 'cos it's easy.

Oh, also I made an alphabet and accompanying font (http://dffd.bay12games.com/file.php?id=8122) (it's an earlier form, I'll need to update it).
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 26, 2015, 12:38:56 am
I think Loam's sentence structure will prevail. I still side with the analytical language group more than the tonal. Though I am willing to bet there's considerable overlap. Plus it dodges Dirst's and my own points about similar but unrelated words. I think that descriptions and many "basic" adjectives may well be incorporated within words, but that possession, number, and other elements will be handled analytically outside of the word. ( By suffix or compound words. )
Title: Re: Dwarven Linguistics Core Project
Post by: Saram-61-97-kon on January 26, 2015, 05:31:25 pm
This thread sounds very interesting, but in my opinion the dwarven language (Is it called Dwarven?) lacks on naturality. There is no (visible) relationship between words with similiar meaning, like e.g.
Control:    egul
Controller: tesum
You can see this for a lot of other words. I dont know how the language was created, but for me it seems, that it is mostly random with basic rules about vowels and consonants.
So maybe some words should be substituted words, which have similiar bases to the corresponing nouns/adjectives etc. This would lead to language, which is a lot smoother.

What do you think? And I would be really interested to know, how the original language was exactly created, if anyone knows. The wiki does not mention this.
Title: Re: Dwarven Linguistics Core Project
Post by: Miuramir on January 26, 2015, 05:50:39 pm
Picking out a system for genders isn't going to be particularly graceful.

MAN:udos
BOY:ärged
WOMAN:aral
GIRL:saruth
BABY:åm

I could eyeball that and say that -s and -d sound "masculine" to dwarves, -l and -th sound "feminine" and -m sounds indeterminate.  Four of them have leading vowels, but the s- on girl either breaks the idea of a leading vowel indicating a personal noun, or enters as some strange irregular case.  Probably best to ignore the leading vowels for now.

If we go with the four theme, the dwarven genders would be male, female, both/indeterminate, and genderless. 

I'm not sure the "four" concept is well supported.  I was thinking about dwarven gender (linguistic) some recently, and again trying to go back to the "source documents".  Things that are capable of breeding sexually (in their natural, adult state) have a gender flag (the common "Mars" and "Venus" symbols) in their description.  Everything else does not.  With gelding now in play, a gelded (deliberately or via combat) male, formerly denoted by ♂, will be displayed as x♂x; the same "this thing is damaged" circumfix used elsewhere for item wear, etc. 

(Incidentally, this is yet more support that dwarven is a heavily circumfix-oriented language as Toady perceives it.) 

So, from a linguistic standpoint, it appears that the dwarven language considers most things to be "it" (having no gender), unless they are specifically a male or female of a breeding species (or used to be, or will grow into).  In that case, gender is a *modifier*.  Some languages (English included) can have a fairly weird set of irregular names for different ages and genders of some species; calf, bull, steer, heifer, cow... Dwarves would probably not do this, and would have modifier-based constructs that worked out to "baby cow", "male cow", "castrated male cow", "young female cow", "productive female cow", etc. 

From a social / cultural standpoint, DF's dwarves don't seem to have decent linguistic terms for gender orientation or gender presentation, where different from the biological default.  This may represent a cultural shift, where society has changed faster than language; or more logically might reflect dwarves simply *not caring*.  In a setting where mysterious forces compel dwarves to put on and take off outfits at odd times, where it's not terribly odd to have someone show up to work wearing twelve cloaks but only one sock, and where no item of clothing is or has ever been produced in a gender-specific fashion, dwarves don't *need* words for cross-dressing.  It's just dressing as a dwarf, normal to them and not worthy of comment, despite the occasional (one might even say regular) weirdness to us humans. 

Another interesting thought is that DF dwarves don't seem to think about gender preference quite the way modern Western culture does.  A dwarf has two, independent scales for their relationship preferences, one for "with males" and one for "with females".  Each scale can currently be "disinterested", "lover", or "commitment (marriage)".  Unlike English, it seems unlikely that there would be specific names for the nine combinations of scale values; and there's no assumption that there is any sort of correlation between the two scales. 

Again, this all comes back to an archaeological / historical anthropological view of dwarven language; it's like trying to piece together a native culture and language from a limited number of 17th-century explorer's notes and occasional archaeological remains.  You try to infer what you can from the way the pieces you do have fit together, and extrapolate only where necessary. 
Title: Re: Dwarven Linguistics Core Project
Post by: Uronym on January 26, 2015, 09:30:48 pm

Unfortunately for overseers wishing to make matches, dwarves seem to linguistically refer to each other in terms of their biology, rather than their preferences, making it extremely difficult to know when you have a compatible pair. This seems to suggest that ideas of gender and orientation barely matter to them (as you suggest).

The units list seems to not tell us a lot about the names dwarves give to most animals, as it uses the English words for them. However, it is notable that dwarves find the gender of small fish and rodents to be extremely important, to the point of selling and storing male and female prepared fish/rodents separately ("cave turtle (♂) roast", for instance). I really have no idea why they might do this, but it is definitely worthy of note.

Perhaps dwarves have no linguistic gender, except, very specifically, when referring to vermin. I doubt this would be a wider linguistic feature; they probably just have separate words for, say, a male or female rat; while they can see similarity between the two, they would hardly consider the two to be the same animal like we would. Perhaps if they were uncertain what they were looking at, they would say "(word for male rat) or (word for female rat)", similar to "he/she" (the ugliest construct in English).

I don't like linguistic gender myself; leaves a European taste in the mouth. Supposing that we did, though, we have no idea how the words in the dictionary fit into whatever genders we choose. As Dirst noted, there is no immediately obvious pattern. I would say that we are better without, at least for non-vermin.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 26, 2015, 09:35:46 pm
An alternative theory is that with transexual and homosexual beings have been dropped into the Dwarf Fortress only very recently, Armok hasn't had the time to catch up! :p Also... I feel similar about gender in dwarven culture, males and females are only different in biological sex in the eyes of a dwarf and all clothing is unisex. I'm also not convinced transgender is really a thing in Dwarven, so I don't think they'd have a term for it. ( Again, to dwarves, gender would be a vestigial component of a dwarf's identity, beyond perhaps "family roles". So I don't even think it would occur in a dwarf's thought process to identify as a different gender, as in more "gender-centric" races like humans. I don't think they'd think weird of, or perhaps even perceive a transgender individual and would just either a)treat the individual as their birth gender or b)the gender they claim to be, with much stronger likelihood of the former. ) Then again, that's just how I interpret it based on what's known about dwarves.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 26, 2015, 09:37:17 pm
Sniped! XD
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 26, 2015, 09:41:01 pm
Spoiler (click to show/hide)
Perhaps it's more to do with harvesting delicacies, such as rat tripe or various fish roe...

Also, explain the last comment about the 'linguistic gender'.
Title: Re: Dwarven Linguistics Core Project
Post by: Uronym on January 26, 2015, 09:52:05 pm
Perhaps it's more to do with harvesting delicacies, such as rat tripe or various fish roe...

Also, explain the last comment about the 'linguistic gender'.

Some languages (like European Romantic languages) have gender included as part of literally every word. For instance, the sun and moon could be male and female (or the opposite!); even inanimate, apparently neutral objects (such as rocks, water, tables, computers, etc.) can have genders. I don't think this fits with the dwarves well, as they hardly seem to care about gender at all (except in their +rat (♂) roasts+).
Title: Re: Dwarven Linguistics Core Project
Post by: Loam on January 26, 2015, 10:06:29 pm
It seems "genders yea or nay" is always the major hang-up for these threads, what with people mixing biology and sociology and linguistics in ways they aren't meant to be combined. I think, personally, that it's jumping the gun to say "dwarves don't care about gender" - or "dwarves think X, Y, and Z" about anything - when the game isn't even half finished: just last year dwarves had maybe five emotions, and now they've upwards of 190. Besides, the game is all about playing however you see fit: oughtn't the language and other metagame elements to be the same way? If it can be done, shouldn't the language be made malleable enough to make sense for as many different player conceptions of dwarven society and culture as possible (since currently about 80% of dwarven culture is nonexistent, and in the future it's likely to be procedural anyway)?
I personally like genders as a concept but I've left them out, largely for the reason someone mentioned earlier about not having an obvious pattern. Perhaps a consensus to table the issue, in the interest of making some headway, is in order?
(Although really, there's going to be debate over every aspect of the language; there's only so much you can "prove" when, as I said, the game is half finished. That's one reason I decided to work solo)

This thread sounds very interesting, but in my opinion the dwarven language (Is it called Dwarven?) lacks on naturality. There is no (visible) relationship between words with similiar meaning, like e.g.
Control:    egul
Controller: tesum
I believe the language was created with a program, so that accounts for the rather shaky relationships between words. I approach them, mostly, as "approximate translations": tesum is not linguistically related to egul, but semantically a tesum is the same as an egul-er.
Although there are some juicy similarities. My favorite is between nil "hammer" and ùnil "hammerer." I used this to derive an ù- agentive prefix (in this case, "one who hammers").
Title: Re: Dwarven Linguistics Core Project
Post by: Uronym on January 26, 2015, 10:23:59 pm
I recall hearing in a DF Talk or something that Toady used a program to randomly generate all the words for the in-game languages. He probably came up with a list of words and then gave the program specific frequencies for the connections of different phonemes (like a Markov chain) to give each a unique look.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 26, 2015, 10:57:19 pm
It seems "genders yea or nay" is always the major hang-up for these threads, what with people mixing biology and sociology and linguistics in ways they aren't meant to be combined. I think, personally, that it's jumping the gun to say "dwarves don't care about gender" - or "dwarves think X, Y, and Z" about anything - when the game isn't even half finished: just last year dwarves had maybe five emotions, and now they've upwards of 190. Besides, the game is all about playing however you see fit: oughtn't the language and other metagame elements to be the same way? If it can be done, shouldn't the language be made malleable enough to make sense for as many different player conceptions of dwarven society and culture as possible (since currently about 80% of dwarven culture is nonexistent, and in the future it's likely to be procedural anyway)?
I personally like genders as a concept but I've left them out, largely for the reason someone mentioned earlier about not having an obvious pattern. Perhaps a consensus to table the issue, in the interest of making some headway, is in order?
(Although really, there's going to be debate over every aspect of the language; there's only so much you can "prove" when, as I said, the game is half finished. That's one reason I decided to work solo)

This thread sounds very interesting, but in my opinion the dwarven language (Is it called Dwarven?) lacks on naturality. There is no (visible) relationship between words with similiar meaning, like e.g.
Control:    egul
Controller: tesum
I believe the language was created with a program, so that accounts for the rather shaky relationships between words. I approach them, mostly, as "approximate translations": tesum is not linguistically related to egul, but semantically a tesum is the same as an egul-er.
Although there are some juicy similarities. My favorite is between nil "hammer" and ùnil "hammerer." I used this to derive an ù- agentive prefix (in this case, "one who hammers").
I guess? Well, right now we're looking at deriving a language from what exists and what we can work with and use in and in conjunction with the game. So it would make sense that it would evolve as the game does. "It is inevitable." Currently gender is only functionally sex, so a better thing to do would be design our language as "gender not yet". That is what I've wanted is to use gender only in terms of biological sex for breeding purposes, as in the raws and the most common ( from what I can tell out of this thread ) speculation. If someone else wants to tag everything with gender identifiers as-is, that's their business and it could be settled in argument as " This set of dwarves has a different culture". As per cultural differences being procedurally generated, there are certain core ethics that are nigh-universal. Arguably in irl humans too, but especially in most fantasy interpretations of dwarves. That said, you're right. Everything's up for debate. I started this to have a reasonable extension of the dwarven language sufficient to use in the in-game menus and Dwarven-language "histories" and "myths" based on the game. Can we at least get to that point before the thread devolves into a quasi-philosophical, psuedo-sociological debate flame war about controversial irl topics that simply don't/shouldn't apply to a fantasy game. ( Gender theory is a topic that has been a continual pain in my ass, and usually I play Dwarf Fortress to get away from it! :p )
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 27, 2015, 08:15:30 am
It helps knowing the words were generated randomly.  Personally I chose the four gender thing to address real problems in English (like the dreaded he/she, or uncontroversially revealing the gender of a professional) without going all-in with a Romance-style with o's and a's at the end of most words.

I imagine dwarves don't memorize linguistic genders for every word, and would speak in the indeterminate gender most of the time unless there was a specific point to be made.  So, to abuse some English suffixes, a seamstress would be a seamstrer in casual conversation, and only a seamstror, seamstress or seamstroid when pertinent.

Edit: fixed a typo in a made-up word.  Thanks for trying, autocorrect.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 27, 2015, 09:38:32 am
It helps knowing the words were generated randomly.  Personally I chose the four gender thing to address real problems in English (like the dreaded he/she, or uncontroversially revealing the gender of a professional) without going all-in with a Romance-style with o's and a's at the end of most words.

I imagine dwarves don't memorize linguistic genders for every word, and would speak in the indeterminate gender most of the time unless there was a specific point to be made.  So, to abuse some English suffixes, a seamstress would be a seamstrer in casual conversation, and only a seamstrer, seamstress or seamstroid when pertinent.
As per the four genders, I don't even think it should be called gender. I know I'm banging the same old drum, but still. I think it would be more of an aspect thing. As per gendered words with vowel changes, I'm pretty much voting against that. With the clear and distinct, albeit randomly generated, words for male and female, I'm pretty much thinking that it would be an adjective-like modifier. That way it can only be called when necessary rather than enforced. Besides, with Dwarven vowel systems being the complex and randomly generated mess they are, I highly doubt there's anyway to do it with vowel changes.

Right. Which would be pretty much in the case of breeding. ( Which reminds me of an amusing anecdote pointing out one flaw of having all professionals be refered to what was formerly the masculine gender... In a biography written about an actress, in which she was called an actor, there was a small bit about her romantic relationships with other actors, without any clarification that she was a she. Taken out of context, it tells a pretty different story about the person in question. :P ) Also, if seamstroid isn't the actual gender-neutral word for one who does such textile labor, I nominate it for inception into the English language. :)

Also! I never brought it up when I should have, but the genders being assigned to inanimate objects is a legacy artifact from the days of earlier mythology, tied in with the concept of deities and spirits that inhabited various things. At the time, much more was symbolic than we think of today and associations with spirits, concepts, or traits considered "male" or "female" was more common. I speculate, though I have no degrees to back me up, that to have a gender-neutral name was the weird thing and denoted either a creation of man or a totally lifeless ( possible even desolate ) thing/place. For example the sun and moon having genders was the result of the sun and moon gods having genders and folklore associated with both their creation and continued existence in the state they were observed in by those who created the myth. ( Personally, I find that very interesting, because there's a North-South split on which was which gender. The northern European cultures, the Germanic/Nordic peoples typically referred to the moon as male and the sun as female. The southern European cultures tended to do the opposite. In pure, ungrounded speculation I would guess that this had to do with which celestial object was of more importance to each culture, or at least, in what way they were important. That's another point entirely, m point was: The system persisted long after the myths and culture elements did, and if you'll notice it's being slowly phased out.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 27, 2015, 02:59:32 pm
As per the four genders, I don't even think it should be called gender.
Note that I fixed a typo in the post you quoted.  The linguistic term is gender, but the dwarves would probably refer to it as sex (there are a couple long threads around here about the difference).  Most of the time, the sex is unimportant and would be using the "indeterminate" or basic form.  English's analytic treatment of the seamstress (with the male "tailor" being a completely different word than the female "seamstress") probably stems from very long ago when trades were incredibly narrow.  Back then, tin-miner was a completely different profession from copper-miner, so it makes sense that men's-clothes-maker would be a completely different profession than a women's-clothes-maker.  We linguistically aggregated the miners, but not the tailors.

The decision of sex-vs-gender comes up in a specific context that probably isn't important to most players, but is to some.  How do you refer to a feminine man or a masculine woman?  If we go by gender, a masculine woman has a masculine modifier on the word for woman (literally, "manly woman").  If we go by sex, a masculine woman has the female modifier on the word for man (literally "female man").  It will make sense after you read it a couple times.  Every indication from Toady and most indications from mythology is that dwarves don't care a lick about gender... but they do have a practical appreciation of categorizing things by sex.  This also leads to the lazy use of modifiers unless it's important to the point being made.

So, the "seamstroid" construct would only come up if the speaker was being specific that this was a golem (or other genderless thing) performing the clothes-making role.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 28, 2015, 08:56:57 am
As per the four genders, I don't even think it should be called gender.
Note that I fixed a typo in the post you quoted.  The linguistic term is gender, but the dwarves would probably refer to it as sex (there are a couple long threads around here about the difference).  Most of the time, the sex is unimportant and would be using the "indeterminate" or basic form.  English's analytic treatment of the seamstress (with the male "tailor" being a completely different word than the female "seamstress") probably stems from very long ago when trades were incredibly narrow.  Back then, tin-miner was a completely different profession from copper-miner, so it makes sense that men's-clothes-maker would be a completely different profession than a women's-clothes-maker.  We linguistically aggregated the miners, but not the tailors.

The decision of sex-vs-gender comes up in a specific context that probably isn't important to most players, but is to some.  How do you refer to a feminine man or a masculine woman?  If we go by gender, a masculine woman has a masculine modifier on the word for woman (literally, "manly woman").  If we go by sex, a masculine woman has the female modifier on the word for man (literally "female man").  It will make sense after you read it a couple times.  Every indication from Toady and most indications from mythology is that dwarves don't care a lick about gender... but they do have a practical appreciation of categorizing things by sex.  This also leads to the lazy use of modifiers unless it's important to the point being made.

So, the "seamstroid" construct would only come up if the speaker was being specific that this was a golem (or other genderless thing) performing the clothes-making role.
I feel like we're all making the same point but for whatever reason we feel the need to make it in long posts citing a lot of apocrypha when noone's actually in disagreement.

As per the few players who do care about the sex-vs-gender thing, there's nothing stopping them from slapping a simple mod patch that rectifies this. Just so long as we don't take things to the level of bullshit arguing that other sites have received over this and other things. The designers of a game aren't really there to tailor a game to a specific player and all, but there's a handful of others who seem to think that... seriously try looking up "Tomodachi Life" and reading the IGN review. One sentence at the end of the review sparked a flame war, and I'm paranoid as hell about it happening here. We're doing the best we can to be accurate to in-game canon, inasmuch as it exists, and be most facilitating to the purposes stated. As per the whole "masculine/feminine" thing, can you honestly picture a feminine dwarf in the way humans think of femininity? Dwarven femininity probably does exist, but it'd just be considered part of the dwarf's personality rather than necessitating a separate signifier, especially in the light of homosexual relations being accommodated by the game's code now. Same thing with dwarven masculinity. And really, is it even masculinity/femininity? Wouldn't it be more like aggressive/slightly-less-aggressive? XD I might be misunderstanding what you're saying though, so if you're talking about appearence, I'm firmly convinced Dwarves don't give two shits about that in any sort of way that would cause them to put such a gender-context label on somebody. I base that on the fact that there is no stigma for physical race so long as you're dwarven, of the same or allied society, and not an active threat. They don't even think of it in terms of that. A dwarf is far less likely to put a generalized label on something if there's any room at all to describe and analyze it to the nth degree. Now, if we were talking about humans, or elves you could expect that sort of thing all over the place. I don't care about them though, because this is the Dwarven Linguistics Core Project.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 28, 2015, 02:11:25 pm
I feel like we're all making the same point but for whatever reason we feel the need to make it in long posts citing a lot of apocrypha when noone's actually in disagreement.
Right, was just trying to make the point that "gender" is a technical term in linguistics, but dwarven scribes probably wouldn't think of "gender" when penning the rules of their language.  They'd likely have something to say about the sexes of animals, but not ascribe the sexes of mythical beings to common objects.

The base form of a word (found in the raws) would be the indeterminate sex, and thus far the evidence is that Dwarven does not differentiate between singular and plural.  They are, however, willing to smack words together into compounds to make whimsical concepts for naming things.  My intuition is that any grammar particles needed for specificity would be "less firmly attached" to differentiate them from actual names.  Thus

ïkor ("warrior") for general usage
ïkor-udos ("warrior-man") when there is a need to specify that it's a male
ïkor-aral ("warrior-woman") when there is a need to specify that it's a female
ïkor-enam ("warrior-pure") when there is a need to specify that it has no sex
ïkor-ator ("warrior-perfect") when there is a need to specify that it is of both sexes

All of these suffixes have the same spelling pattern, and also don't conflict with the ending-sound stuff I posted earlier (not that I think we should stick to that system).

By the way, I like using the prefix ù to designate "one who performs" or "one who uses" but it needs a rule for when the root starts with a vowel such as miner: ùavuz doesn't look right.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 28, 2015, 03:12:03 pm
It's unlikely that we'll find a single set of conjugation rules that will work well for every (randomly generated) verb in the game, so ultimately we'll end up with two or three or four sets of rules.

The ground rules for rules:
1. The conjugated forms should be unambiguous, not forming a different word nor colliding with a potential conjugation from one of the other verb types.  It is okay if more than one type uses the base word, so long as they all agree on its tense/meaning.
2. Avoid differentiating two forms simply the by diacritical marks on a vowel.  It makes it difficult for people who might want to post something in this thread using a phone, and ultimately players using graphics packs would never see them in the game.
3. All conjugation rules must be straightforward add/replace/delete-style operations that can be carried out by a computer without specifying all the forms.  That is, no irregular verbs.

So, here is my first set of rules to throw in the ring.

The udiz-nikot ("present-action") tense is the word as it appears in the raws.  In translations I'll use the present progressive to differentiate it from the next case.
To specify that the action is a (relatively) permanent trait of the subject, use nulral-nikot ("unchanging-action") tense.  This is formed by repeating the final vowel after the final letter, which happens to always be a consonant.
The geth-nikot ("past-action") tense is formed as nulral-nikot, but the vowel is "rotated" counterclockwise 4 steps on Loam's chart (one "star point" away).
Zalud-nikot ("future-action") tense is formed as nulral-nikot, but the vowel is "rotated" clockwise 4 steps on Loam's chart (one "star point" away).

Urist maton -> Urist is joking.
Urist matono -> Urist is a joker.
Urist matonu -> Urist joked.
Urist matona -> Urist will joke.

Lanlar ikûl -> The bird is nesting.
Lanlar ikûlû -> Birds nest.  That's just a thing they do.
Lanlar ikûlî -> The bird nested.
Lanlar ikûlô -> The bird will nest.

Rîthol gumùr -> The noble is idling.
Rîthol gumùrù -> $&#@ nobles!
Rîthol gumùrì -> The noble idled.
Rîthol gumùrò -> The noble will idle.

Edit: Autocorrect decided to change Loam into Loan.  I changed it back.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 29, 2015, 09:52:47 am
Okay, so based on what you're saying, it is very imperative that there comes forth a number system, right? If plural is implied or found in a modifying word, then numbers would play heavily into nearly everything that isn't a singular object/entity. ( Of note, there are already words for one, two and three. Lod, nob, mez. )

As per your verb conjugation, it seems like a good system. Though it does ignore the possibility of vowel ending verbs. It also doesn't take into account the imperative form of a verb. ( Which is very important for delivering commands and I think should be grammatically differentiated as the inem-nikot ( "required action") with its own conjugation rules. ) I think also that there still need to be noun-modifying conjugates. At very least one to create an adjective&/adverbal form and one to create a plural. Possibly all three. As a totally arbitrary example set that I don't much like nor am I suggesting,

nilr - "Hammer essence", sort of a super-noun version. The metaphysical property/existence of the hammer. It's quite possible, given the lengths that are used to describe objects in game, it's not beyond belief that they could have religious, philosophical, or metaphysical connotations/meanings. Especially the hammer, due to its factoring in Dwarven capital punishment. With dwarves becoming more complex, I feel like this should at least be tossed in for consideration.
nilar - "Hammerly", adverb form. For example Urist imike shèrel nila rîthol. "Urist threw [the/a] rabbit [at the/a] noble hammerly." ( Literally rendered "Urist chucked bunny hammerly noble."** )
enil - "Hammer-like", adjective form. For example, Såkzul sanrebe* enil emen. "Såkzul [has; lit. "owns"*] hammer-like strength."
danil - "the hammer" - For when a specific hammer is being talked about and the article cannot be inferred from context.

And, I'm still advocating the same plural system as before, so:
nila - "hammers" - Urist ulengetha*** nila nina. - "Urist dropped hammers [on his****] toes.

*modified with Dirst's conjugation system for the persistive state.
**Yay! New issues! How do we note that something is being directed at something else? ( I guess, I'm asking: how do we render prepositions and prepositional phrases. )
*** Ulengeth: Place holder for "drop" that compounds "uleng" - lost, with "kegeth" - hold. Another alternative: ozkakungèg, or a contracted ozkunèg, which is "carry-fail"
**** Possessives will need to be standardized in some way or another.

Also! We need a way to denote proper nouns and common nouns. Especially considering most dwarven names are common nouns. Is there anything beyond capitalization? Is anything beyond capitalization necessary? Do we want a way to note that a noun is a name given to a particular dwarf?

EDIT: Here are the above example phrases rendered in VOS sentence structure instead of SVO. Mostly for the hell of it. :P
Spoiler (click to show/hide)

EDIT EDIT: Also, before anyone else notices it and corrects it, shèrel is "bunny" and lestus is "rabbit." I'm guessing that's to differentiate age? It's a small slip, but still.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 29, 2015, 01:35:23 pm
Okay, so based on what you're saying, it is very imperative that there comes forth a number system, right? If plural is implied or found in a modifying word, then numbers would play heavily into nearly everything that isn't a singular object/entity. ( Of note, there are already words for one, two and three. Lod, nob, mez. )
I agree, but for now we can just use numerals until everyone has a better "feel" for the language.  Dwarves have 10 fingers and 10 toes, and the game presents everything in decimal, so there's no need to go crazy about number systems.

Of the numbers we have, "one" can be a stand-alone word lod or a prefix nir.  "Two" and "three" are only prefixes.  I think the prefixes are like mono-, bi- and tri-.

As per your verb conjugation, it seems like a good system. Though it does ignore the possibility of vowel ending verbs. It also doesn't take into account the imperative form of a verb. ( Which is very important for delivering commands and I think should be grammatically differentiated as the inem-nikot ( "required action") with its own conjugation rules. )
I noted above somewhere that no Dwarven word has a base form that ends in a vowel, which dramatically simplifies the creation of rules.

My initial thought was to have an implied subject for imperatives, but that's a bit too English-like.  An inem-nikot conjugation could be the vowel directly opposite on Loam's chart.  Opposite seems appropriate since it is not happening.

Urist matonë -> Joke, Urist!
Lanlar ikûlä -> Nest, bird!
Rîthol gumùré -> Just keep on doing what you're doing, noble. *sigh*

I think also that there still need to be noun-modifying conjugates. At very least one to create an adjective&/adverbal form and one to create a plural. Possibly all three. As a totally arbitrary example set that I don't much like nor am I suggesting,

nilr - "Hammer essence", sort of a super-noun version. The metaphysical property/existence of the hammer. It's quite possible, given the lengths that are used to describe objects in game, it's not beyond belief that they could have religious, philosophical, or metaphysical connotations/meanings. Especially the hammer, due to its factoring in Dwarven capital punishment. With dwarves becoming more complex, I feel like this should at least be tossed in for consideration.
nilar - "Hammerly", adverb form. For example Urist imike shèrel nila rîthol. "Urist threw [the/a] rabbit [at the/a] noble hammerly." ( Literally rendered "Urist chucked bunny hammerly noble."** )
enil - "Hammer-like", adjective form. For example, Såkzul sanrebe* enil emen. "Såkzul [has; lit. "owns"*] hammer-like strength."
danil - "the hammer" - For when a specific hammer is being talked about and the article cannot be inferred from context.

And, I'm still advocating the same plural system as before, so:
nila - "hammers" - Urist ulengetha*** nila nina. - "Urist dropped hammers [on his****] toes.

*modified with Dirst's conjugation system for the persistive state.
**Yay! New issues! How do we note that something is being directed at something else? ( I guess, I'm asking: how do we render prepositions and prepositional phrases. )
*** Ulengeth: Place holder for "drop" that compounds "uleng" - lost, with "kegeth" - hold. Another alternative: ozkakungèg, or a contracted ozkunèg, which is "carry-fail"
**** Possessives will need to be standardized in some way or another.
How is nilr to be pronounced?  The randomly generated words seem to be built from every-letter-is-pronounced-separately with a few additional diphthongs like /th/ and /st/.  It could be possible to differentiate simply with stress of one kind or another.  So nil is hammer is nil' is hammer essence.  The stressing could be volume as in most languages, an inflection as is tonal languages, a lengthened pronunciation ("nniill"), a circumfix pause, or some kind of distinct body language (widened eyes, etc.).

Also, although no roots end with a vowel, quite a few start with one.  Prefixes are fine, they just need to account for every type of word beginning.

Also! We need a way to denote proper nouns and common nouns. Especially considering most dwarven names are common nouns. Is there anything beyond capitalization? Is anything beyond capitalization necessary? Do we want a way to note that a noun is a name given to a particular dwarf?
Capitalization would be completely sufficient if we don't capitalize the beginning of a sentence.  Most fictional Dwarven looks like runes which don't have proper capitalization anyway, so it wouldn't even look strange.  A "capitalized" letter for a proper noun would be a somewhat enlarged rune.

If the language truly is runic, transliteration would bring across all letters as capitals, and we'd distinguish proper names with a doubled first sound or a specific lead punctuation mark like ^.  In that case, URIST is a dagger and ^URIST is a hermit-dwarf.

Edit: I think the capitalization method is more readable.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 29, 2015, 06:18:56 pm
I agree, but for now we can just use numerals until everyone has a better "feel" for the language.  Dwarves have 10 fingers and 10 toes, and the game presents everything in decimal, so there's no need to go crazy about number systems.

Of the numbers we have, "one" can be a stand-alone word lod or a prefix nir.  "Two" and "three" are only prefixes.  I think the prefixes are like mono-, bi- and tri-.
Mmmm... That's true, but it's also too bad. We've been studying number systems in class and I thought if could be fun, but even on Bay12 that's not always justification! :p Base 10 then? Look into the Mayan numeral system though, it's a contender.

Oooo... I didn't catch that distinction! Very nice!
I noted above somewhere that no Dwarven word has a base form that ends in a vowel, which dramatically simplifies the creation of rules.

My initial thought was to have an implied subject for imperatives, but that's a bit too English-like.  An inem-nikot conjugation could be the vowel directly opposite on Loam's chart.  Opposite seems appropriate since it is not happening.

Urist matonë -> Joke, Urist!
Lanlar ikûlä -> Nest, bird!
Rîthol gumùré -> Just keep on doing what you're doing, noble. *sigh*
I could swear I'd found one... * shrugs *

Agreed. I like it.
How is nilr to be pronounced?  The randomly generated words seem to be built from every-letter-is-pronounced-separately with a few additional diphthongs like /th/ and /st/.  It could be possible to differentiate simply with stress of one kind or another.  So nil is hammer is nil' is hammer essence.  The stressing could be volume as in most languages, an inflection as is tonal languages, a lengthened pronunciation ("nniill"), a circumfix pause, or some kind of distinct body language (widened eyes, etc.).
A quick unvoiced consonant shift that's merely approximated with an r? It's an augmentation of the last consonant, which might actually be better approximated by an h. But to be honest I'm well in favor of ditching it.


If the language truly is runic, transliteration would bring across all letters as capitals, and we'd distinguish proper names with a doubled first sound or a specific lead punctuation mark like ^.  In that case, URIST is a dagger and ^URIST is a hermit-dwarf.

Edit: I think the capitalization method is more readable.
Yeah. Maybe an underline? I think there are non-English languages that use something like that to a similar purpose? But that can't really be rendered in-game.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on January 29, 2015, 07:58:36 pm
I could swear I'd found one... * shrugs *
I'll double-check when I get a chance.
Yeah. Maybe an underline? I think there are non-English languages that use something like that to a similar purpose? But that can't really be rendered in-game.
The letter might be circumscribed with a box or something.  And transliterated with a capital letter :)
Title: Re: Dwarven Linguistics Core Project
Post by: Fieari on January 30, 2015, 02:41:52 am
The thing that always bothered me about the RAW language, is that there are no words for any creatures.  Creatures defined in the raws get no specific word in the language, so there is no word for "Elephant" or "Carp" in the language.  This just seems wrong to me.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on January 30, 2015, 08:46:46 am
The thing that always bothered me about the RAW language, is that there are no words for any creatures.  Creatures defined in the raws get no specific word in the language, so there is no word for "Elephant" or "Carp" in the language.  This just seems wrong to me.
Yeah, I understand that... It might be a bit of an issue to make words for them though. You're welcome to give it a shot, I guess.
Title: Re: Dwarven Linguistics Core Project
Post by: Urist_McDagger on January 30, 2015, 09:20:01 pm
More sophisticated pronunciation guides, ones that take into account stressed syllables, intonation, and how exactly the sounds are grouped in each syllable of the existing words. ( For example, the Dwarven word for abbey is "kulet" is that "ku-let" or "kul-et" and is which syllable is more prominent. Yadda-yadda-yadda. )

There's a system in swedish which deals with just this:
A vowel followed by a single consonant is considered a 'long' vowel, and is pronounced differently from a vowel followed by a double consonant which is considered a 'short' vowel.
http://en.wikipedia.org/wiki/Swedish_phonology#Vowels
Finnish has a similar system, but is a lot more straight-forward:
A single vowel is a 'short' vowel and a double vowel is a 'long' vowel.
http://en.wikipedia.org/wiki/Finnish_phonology#Vowels

Dwarven standard vowels(aeiou(åäö)) could be considered short(meaning kulet is pronounced ku-let), whereas the supplementary vowels(âáà, êéè, îíì, ôóò, ûúù) are 'long' vowels (meaning k/û/ú/ù/let is pronounced kul-et(â ê ô could even be used as the long vowels of å ä ö).
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 04, 2015, 12:17:39 pm
More sophisticated pronunciation guides, ones that take into account stressed syllables, intonation, and how exactly the sounds are grouped in each syllable of the existing words. ( For example, the Dwarven word for abbey is "kulet" is that "ku-let" or "kul-et" and is which syllable is more prominent. Yadda-yadda-yadda. )

There's a system in swedish which deals with just this:
A vowel followed by a single consonant is considered a 'long' vowel, and is pronounced differently from a vowel followed by a double consonant which is considered a 'short' vowel.
http://en.wikipedia.org/wiki/Swedish_phonology#Vowels
Finnish has a similar system, but is a lot more straight-forward:
A single vowel is a 'short' vowel and a double vowel is a 'long' vowel.
http://en.wikipedia.org/wiki/Finnish_phonology#Vowels

Dwarven standard vowels(aeiou(åäö)) could be considered short(meaning kulet is pronounced ku-let), whereas the supplementary vowels(âáà, êéè, îíì, ôóò, ûúù) are 'long' vowels (meaning k/û/ú/ù/let is pronounced kul-et(â ê ô could even be used as the long vowels of å ä ö).

Sorry to have been inactive for a while.  My real-life embark decided to turn into a terrifying glacier  :(

I couldn't find any doubled vowels in Dwarven, but there are occasional double consonants.  In at least one case the doubling differentiates a word (azin "watch" versus azzin "livid"), but that is not a general pattern.

My preference for phonetics would be a what-you-see-is-what-you-say system that minimizes the combinations that could change pronunciation, which seems justified given the huge number of vowel symbols in use.  For example, this means that an "i" is pronounced the same no matter what letters are around it.  I'm not sure that ku-let and kul-et are detectably different if the vowel sounds are identical.

Dwarven would probably have its own glyphs for what we translate as digraphs (ng, sh, th), so whatever rules we come up with should consider those as if they were single letters.  This isn't how English works ("singer" has a short i sound as if ng was two letters).
Title: Re: Dwarven Linguistics Core Project
Post by: Brightgalrs on February 04, 2015, 12:36:10 pm
In case you guys haven't seen it:
http://dwarffortresswiki.org/index.php/Dwarven_language
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 04, 2015, 03:23:48 pm
More sophisticated pronunciation guides, ones that take into account stressed syllables, intonation, and how exactly the sounds are grouped in each syllable of the existing words. ( For example, the Dwarven word for abbey is "kulet" is that "ku-let" or "kul-et" and is which syllable is more prominent. Yadda-yadda-yadda. )

There's a system in swedish which deals with just this:
A vowel followed by a single consonant is considered a 'long' vowel, and is pronounced differently from a vowel followed by a double consonant which is considered a 'short' vowel.
http://en.wikipedia.org/wiki/Swedish_phonology#Vowels
Finnish has a similar system, but is a lot more straight-forward:
A single vowel is a 'short' vowel and a double vowel is a 'long' vowel.
http://en.wikipedia.org/wiki/Finnish_phonology#Vowels

Dwarven standard vowels(aeiou(åäö)) could be considered short(meaning kulet is pronounced ku-let), whereas the supplementary vowels(âáà, êéè, îíì, ôóò, ûúù) are 'long' vowels (meaning k/û/ú/ù/let is pronounced kul-et(â ê ô could even be used as the long vowels of å ä ö).

Sorry to have been inactive for a while.  My real-life embark decided to turn into a terrifying glacier  :(

I couldn't find any doubled vowels in Dwarven, but there are occasional double consonants.  In at least one case the doubling differentiates a word (azin "watch" versus azzin "livid"), but that is not a general pattern.

My preference for phonetics would be a what-you-see-is-what-you-say system that minimizes the combinations that could change pronunciation, which seems justified given the huge number of vowel symbols in use.  For example, this means that an "i" is pronounced the same no matter what letters are around it.  I'm not sure that ku-let and kul-et are detectably different if the vowel sounds are identical.

Dwarven would probably have its own glyphs for what we translate as digraphs (ng, sh, th), so whatever rules we come up with should consider those as if they were single letters.  This isn't how English works ("singer" has a short i sound as if ng was two letters).
They are pronounced differently. :P To give a close approximation, it's like the difference between "cool it" and "coolant". It changes where the stress falls and what phonemes are voiced and when.

EDIT:
In case you guys haven't seen it:
http://dwarffortresswiki.org/index.php/Dwarven_language
Thanks. :)
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 04, 2015, 06:25:26 pm
Fair enough, but the syllable forming rule should ideally run on the vowel sounds (long or short) rather than whether they have accents or not.

Is there a relatively authoritative source of what those vowels sound like (the draft referenced early in the thread has a lot of duplicates in it)?
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 04, 2015, 10:18:32 pm
Unfortunately it doesn't seem so. Should I PM ThreeToe about it? ( Given his background, I figure he's the most authoritative source, possibly even more than Toady... Plus he makes me less nervous and seems to have slightly more time to spend on us. )
Title: Re: Dwarven Linguistics Core Project
Post by: Urist_McDagger on February 04, 2015, 11:02:14 pm
More sophisticated pronunciation guides, ones that take into account stressed syllables, intonation, and how exactly the sounds are grouped in each syllable of the existing words. ( For example, the Dwarven word for abbey is "kulet" is that "ku-let" or "kul-et" and is which syllable is more prominent. Yadda-yadda-yadda. )

There's a system in swedish which deals with just this:
A vowel followed by a single consonant is considered a 'long' vowel, and is pronounced differently from a vowel followed by a double consonant which is considered a 'short' vowel.
http://en.wikipedia.org/wiki/Swedish_phonology#Vowels
Finnish has a similar system, but is a lot more straight-forward:
A single vowel is a 'short' vowel and a double vowel is a 'long' vowel.
http://en.wikipedia.org/wiki/Finnish_phonology#Vowels

Dwarven standard vowels(aeiou(åäö)) could be considered short(meaning kulet is pronounced ku-let), whereas the supplementary vowels(âáà, êéè, îíì, ôóò, ûúù) are 'long' vowels (meaning k/û/ú/ù/let is pronounced kul-et(â ê ô could even be used as the long vowels of å ä ö).

Sorry to have been inactive for a while.  My real-life embark decided to turn into a terrifying glacier  :(

I couldn't find any doubled vowels in Dwarven, but there are occasional double consonants.  In at least one case the doubling differentiates a word (azin "watch" versus azzin "livid"), but that is not a general pattern.

My preference for phonetics would be a what-you-see-is-what-you-say system that minimizes the combinations that could change pronunciation, which seems justified given the huge number of vowel symbols in use.  For example, this means that an "i" is pronounced the same no matter what letters are around it.  I'm not sure that ku-let and kul-et are detectably different if the vowel sounds are identical.

Dwarven would probably have its own glyphs for what we translate as digraphs (ng, sh, th), so whatever rules we come up with should consider those as if they were single letters.  This isn't how English works ("singer" has a short i sound as if ng was two letters).
I realize that Dwarvish does not have double vowels, this was more or less two examples of how to deal with phonetics(without having to resort to a second alphabet). It's more that I see the additional letter variations as the solution. The letter ê, for example, should probably be pronounced differently from the standard e and since ä(a vowel in both Finnish and Swedish) is already in the game, ê could be a phonetic variation to the regular ä.

It's hard to provide examples in English, both because you do not have ä but also because your phonetic alphabet isn't as easy as I presume English natives perceive it to be(I was taught it only during the last years of grade school which in turn was a long time ago).

As for the glyphs/lettering of the Dwarven language, yes I agree it would be very different from the Latin alphabet. It would probably be a lot closer to Cyrillic.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 04, 2015, 11:14:03 pm
Not that I'm against it, but why/how so?
Title: Re: Dwarven Linguistics Core Project
Post by: Urist_McDagger on February 05, 2015, 12:55:16 am
Not that I'm against it, but why/how so?

Rules for phonetics without the use of a phonetic alphabet?
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 05, 2015, 08:30:36 am
Hmmm... Yeah, sorta.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 10, 2015, 04:24:40 pm
:o So guys, how many of you were aware that there is a Dwarven word for "messiah"?

(( Also bump and I'm still discussing with ToadyOne. ))
Title: Re: Dwarven Linguistics Core Project
Post by: mate888 on February 14, 2015, 04:08:11 pm
:o So guys, how many of you were aware that there is a Dwarven word for "messiah"?

(( Also bump and I'm still discussing with ToadyOne. ))
He will come to clense the Earth of sinners and elves!
Amen!
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 14, 2015, 05:07:21 pm
Psssh!

Also, guys are we going to work on Dwarven runes any?
Title: Re: Dwarven Linguistics Core Project
Post by: Inarius on February 16, 2015, 07:30:19 am
PTW, too.

Hope this will make something, at last. I remember there were several projects before this one. Still, I'm always thrilled by these...and i think this is time to start on it.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 16, 2015, 01:10:14 pm
I know at this point it's considered near cliche, but are we going to base the Dwarven writing system on Scandinavian runes? ( Alternatively, there is also Phonecian, both provide the same benefits and we're probably going to have to start with one or the other as a base. )
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 16, 2015, 10:26:34 pm
I know at this point it's considered near cliche, but are we going to base the Dwarven writing system on Scandinavian runes? ( Alternatively, there is also Phonecian, both provide the same benefits and we're probably going to have to start with one or the other as a base. )
Since there are 25 vowels and 15 consonants, I was going to make a system of runes that suggested positions along a gear.  The vowels would suggest points around Loam's star, and the consonants points along the five spokes.  Just haven't had time to spend in front of GIMP to make it happen.  So basic vowels like /\ for I and |/ for A and \| for O with doubled lines to indicate the accented character immediately next to each point, double both likes to indicate the ^ form.  Tricky part is the hybrids half-way between points.

Next part is to group the consonants into 5 triplets and come up with "spoke" like marks (one of which will be a simple vertical line associated with the "I" point) that can have three variations each.  One variation could be the plain line itself if we think a mildly leaning "U" spoke is visually distinct enough from the harshly leaning "A" spoke.

There, a full set of 40 runes procedurally generated.
Title: Re: Dwarven Linguistics Core Project
Post by: Loam on February 17, 2015, 11:35:07 am
Since there are 25 vowels and 15 consonants, I was going to make a system of runes that suggested positions along a gear.  The vowels would suggest points around Loam's star, and the consonants points along the five spokes.  Just haven't had time to spend in front of GIMP to make it happen.  So basic vowels like /\ for I and |/ for A and \| for O with doubled lines to indicate the accented character immediately next to each point, double both likes to indicate the ^ form.  Tricky part is the hybrids half-way between points.
I'm leery of having runes look so similar, but I'll reserve judgement until I see the finished product. Here's the ones I came up with:
Spoiler: Runes (click to show/hide)
Note there's actually 17 consonants (sh, th, and ng counted as one each, and h doesn't count since it never occurs except in sh and th)
These runes are pretty arbitrary, though, and you'll notice that some look like Roman letters, so there could be some confusion. There's only so many combinations of straight lines you can come up with...

Unrelated, but I'd like some input. I've been thinking of making a minimal case-system for nouns, to help with legibility: a "subject" and an "object" case. It'd work with the sentence-structures, but would clue you in to the voice earlier.
As it stands now:
Spoiler (click to show/hide)

Is that readable enough, or would it help significantly to mark for objects, like so:
Spoiler (click to show/hide)

The "tovnor" is also experimental: nouns arranged (C)VCVC would delete the second vowel, add that vowel + r to form the object case.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 17, 2015, 12:22:23 pm
Note there's actually 17 consonants (sh, th, and ng counted as one each, and h doesn't count since it never occurs except in sh and th)
I noticed that after I posted, and weirdly st is also a letter, so there are 18.  In trying to group the consonants, I found two "holes" that I filled with values that would sound distinct to dwarves but happen not to be in their language.  Presumably other consonants would be confusingly similar to them (p sounds like b to dwarven ears, j sounds like g, and so on).

Vowels in "Loam Order"
î i ì ï ú û u ù ö ó ô o ò å á â a à ä é ê e è ë í

Consonant spokes, listed from "center" outwards
st t d b
sh z s c
th f v (β)
ng n m (ṃ)
k g l r

(β) is the b-like v (http://en.wikipedia.org/wiki/Voiced_bilabial_fricative) common among Spanish-speakers.  (ṃ) is an unvoiced m sound (http://en.wikipedia.org/wiki/Voiceless_bilabial_nasal) (as in a brief mmmm sound to indicate one is paying attention).

As you might have guessed, the last spoke is basically "didn't fit anywhere else." k and g are legitimately related, while l and r do sound similar to some non-native English speakers.

c doesn't seem to belong in the language, because it's the only letter whose sound really depends on neighboring letters.  However, the value that "belongs" there (think of an "s" with the lips closed) doesn't exist in any real-world language because it wouldn't do anything more than puff your cheeks.  So, c can have that spot.

More on your other points when I get some time to think.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 17, 2015, 01:58:58 pm
Very rough draft of the "procedural" rune shapes in the same order as the previous post.  Similar vowels look similar, but that's because they're supposed to.

(http://i8.photobucket.com/albums/a28/8gon/Alphabet2-1.png)

"Urist" in those runes:
(http://i8.photobucket.com/albums/a28/8gon/Urist.png)
Title: Re: Dwarven Linguistics Core Project
Post by: Loam on February 17, 2015, 02:06:21 pm
I take st as just a consonant cluster (notably the only intra-syllabic consonant cluster Dwarvish permits). Also, I use c for a voiceless palatal stop (like the k in "keel"), rather than the English either-k-or-s-depending-on-context.

Looking at the data, I've noticed that c, f, and v (incidentally, the three least-common sounds in Dwarvish) cannot appear in a word-final position. I wonder if we can't use that to our advantage...

Okay, here's a suggestion - it's not pretty but it's functional:
t d k g
s z c* (gh)
b* v/f* th sh
n m ng (mg)
r (rh) l (lh)
*c is a voiceless velar fricative; b is [β]; v and f are variants of the same sound.

The order is: base sound / voiced or "strong" form / velarized / velar voiced or "strong" form
First row is stops, and the system works great.
Second is fricatives, and it's not bad (we're missing the voiced velar stop)
Third is more fricatives: a [v] is "stronger" than a [β], and so goes in the voiced slot. th and sh are "backed", not exactly velarized.
Fourth is nasals, works alright - m is, of course, not a voiced n though.
Fifth is liquids - perhaps all l should be [ɫ]. rh and lh are pure fictions.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 17, 2015, 02:17:50 pm
I think I like your consonant clusters better, though we probably want to separate v and f as a special case.

Fortunately the runes don't care what sounds they represent, so it wouldn't be hard to re-assign them.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 17, 2015, 02:19:50 pm
I like Dirst's vowel runes, but think his consonant notation is confusing and easily misunderstood in practice. Though I think Loam and Dirst both have developed well the consonants. Out of a quick curiosity, if "st" is in the dwarven alphabet as a distinct phoneme, is "ts" also?

To Loam's question of case, while we're on the subject of "subjects" and "objects", any development on prepositions yet? ( Sorry to answer a question with a question, but I don't have answers other than I think we might have come to a consensus that object comes last in the sentence, or at least after subject. In prior experimentation we made some arguments for VOS, but that might only be for imperatives, which so far we have as a verb state only. )

Edit:
I think I like your consonant clusters better, though we probably want to separate v and f as a special case.

Fortunately the runes don't care what sounds they represent, so it wouldn't be hard to re-assign them.
Agreed.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 17, 2015, 07:42:02 pm
Iirc Old English marked objects by putting a short "objectifying" word in front of it, but modern languages seem fine just using position.

Things would be much simpler if we had prepositions, then at worst we could make up a pseudo proposition (roughly meaning "upon") for direct objects.  If we are actually in touch with Toady, a good suggestion for propositions would be stand-alone single vowels.  Any combination between a preposition and another word would require a mandatory dash.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 17, 2015, 08:06:14 pm
I like Dirst's vowel runes, but think his consonant notation is confusing and easily misunderstood in practice. Though I think Loam and Dirst both have developed well the consonants. Out of a quick curiosity, if "st" is in the dwarven alphabet as a distinct phoneme, is "ts" also?
Dwarven has a limited number of digraphs (two-letter combinations) that can occupy a slot that usually has a single consonant in it: ng sh st & th.  It's pretty obvious that ng sh & th represent distinct sounds. A letter for st would be odd but not impossible (English uses x for a ks sound).  If it is just a pairing of normal consonants then st is the only such pairing allowed within a syllable.  We've all seen this combination... in Urist.

So no, an st letter doesn't imply a ts letter, any more than x implies an sk letter in English.

Edit: Also trying to come up with something better for consonant runes.  First idea was to stick to horizontal and vertical lines (do differentiate from the angled vowels) but that ended up looking like defective LED displays.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 18, 2015, 03:44:09 pm
Let's see if this one works better.  By omitting three of the potential consonants, we can make it look a bit less formulaic.

(http://i8.photobucket.com/albums/a28/8gon/Alphabet3-1.png)

My impression is that a dwarf reciting the alphabet would only include the base and hybrid vowels, not every single accent/variation as a distinct letter.  I imagine it would sound something like this (subject to revising the consonants again):

ít îd i ik ìg ï ús ûz u uc ö óv ôf o oth òsh å án ân a ang ä ér e el ë

Edit: Don't try to replace a file on Photobucket with another of the same name.  Odd things happen.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 18, 2015, 04:34:55 pm
Spoiler (click to show/hide)
Yes. I like this rune system, it looks nice.
Title: Re: Dwarven Linguistics Core Project
Post by: Miuramir on February 18, 2015, 06:33:14 pm
Let's see if this one works better.  By omitting three of the potential consonants, we can make it look a bit less formulaic.

My initial impression is that these seem a bit on the "fiddly" side, on two counts: as an epic incised font I'm uncertain how well some of those corners would work when carved in stone; and I'm suspecting that scribes actually using this to write with for everyday use would very quickly simplify or adjust for better flow. 

In short, it looks like a font designed by and for use on a computer, not by and for scribes working with chisel or turkey-quill pens.  (It's been a while, but I think that with dip pens in particular, some of these forms have too many "pen up / pen down" required.  In some senses, the square forms look almost constructed as more like brush forms, which tend to have a lot more short crossing strokes than quill users; but made far more rigid than you would actually be able to draw efficiently with a brush.)
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 18, 2015, 07:21:32 pm
Let's see if this one works better.  By omitting three of the potential consonants, we can make it look a bit less formulaic.

My initial impression is that these seem a bit on the "fiddly" side, on two counts: as an epic incised font I'm uncertain how well some of those corners would work when carved in stone; and I'm suspecting that scribes actually using this to write with for everyday use would very quickly simplify or adjust for better flow. 

In short, it looks like a font designed by and for use on a computer, not by and for scribes working with chisel or turkey-quill pens.  (It's been a while, but I think that with dip pens in particular, some of these forms have too many "pen up / pen down" required.  In some senses, the square forms look almost constructed as more like brush forms, which tend to have a lot more short crossing strokes than quill users; but made far more rigid than you would actually be able to draw efficiently with a brush.)
Thanks for the feedback.  In case there was any doubt, this was composed on a computer :)

The vowels are all zero or one pen lifts, or two to four lines with a chisel.  They are considerably less fiddly than anything the Mayans or Egyptians carved into stone, but the DF time period should allow for some drift toward efficient forms.  Look at some of the convoluted Phoenecian runes that eventually became Latin letters, and these damnable consonants can probably serve as a basis for something that can be used in routine writing.
Title: Re: Dwarven Linguistics Core Project
Post by: Miuramir on February 18, 2015, 09:38:40 pm
The vowels are all zero or one pen lifts, or two to four lines with a chisel.  They are considerably less fiddly than anything the Mayans or Egyptians carved into stone, but the DF time period should allow for some drift toward efficient forms.  Look at some of the convoluted Phoenecian runes that eventually became Latin letters, and these damnable consonants can probably serve as a basis for something that can be used in routine writing.

Agreed on the Egyptians, etc.; but my thought is that by the time you get to "letters", as opposed to "hieroglyphs", you've had a few hundred if not thousand years of efficiency improvements.  My thought is that in DF's vaguely-medieval setting, you've already passed through the Egyptian > Phoenician > Aramaic or Greek equivalent transitions, at least.  To a *very* rough approximation, one path (Aramaic > Hebrew and Arabic, etc.) progressed with a more "drawn" look (brushes, shaped quills), whereas the other (Greek > Latin, etc.) progressed with a more "incised" look (stylus on clay or wax).  Then you had yet another aggressive evolution pass with medieval scribal styles, etc. 

The evolution from the Egyptian djed to Phonecian samekh to modern S is intriguing, for example; if you squint, you can sort of see how modern S incorporates the three horizontal and one vertical strokes into a single stroke... three roughly horizontal bits looped for speed, with some implied vertical movement from the diagonal. 

I've not had a lot of time to play with these, but as a starter I think that the sequence that goes (horizontal-stroke, inverse-L), (horizontal-stroke, inverse-L, vertical-crosstick), (horizontal-stroke, inverse-L, shorter-horizontal-stroke) would progress toward something closer to (horizontal-stroke, inverse-L, horizontal-crosstick) instead.  This also avoids the slightly awkward main horizontal stroke being just a hair higher than the first two to give sufficient visual distinctiveness.  (I'm thinking that Dwarven scribes would probably have a trio of horizontal construction lines, given these forms; so you'd need a pretty solid reason for having things that almost but don't quite line up.) 

Of course, you get weird diversions in real life; IMO blackletter is far less readable than Carolingian miniscule, despite being a later evolutionary development.  One might argue that this was the result of writing becoming more dominated by "mystical" rather than "practical" works, but that gets out into the weeds of fairly obtuse scholarship / extrapolation where I'm not really qualified to even comment. 
Title: Re: Dwarven Linguistics Core Project
Post by: Urist_McDagger on February 18, 2015, 11:38:05 pm
Just throwing out an idea I got: Since dwarves are very industrial and like chemistry, and have been doing both since the beginning of time, wouldn't it make sense for them to incorporate chemical states into their language? Past-Present-Future could be replaced with Solid-Liquid-Gas, because the future is solid and can't be changed, the present is liquid and runs freely, the future is a mist that no one can see through.

Also, they should probably have associated minerals with attributes and use these to describe things; if Iron has the 'dwarven' attribute for example, then opening the flood gates to let magma pour unto the unsuspecting elves would be a very 'iron' thing to do.

Edit: Minerals could be their primary colouring system as well.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 19, 2015, 04:56:25 am
Just throwing out an idea I got: Since dwarves are very industrial and like chemistry, and have been doing both since the beginning of time, wouldn't it make sense for them to incorporate chemical states into their language? Past-Present-Future could be replaced with Solid-Liquid-Gas, because the future is solid and can't be changed, the present is liquid and runs freely, the future is a mist that no one can see through.

Also, they should probably have associated minerals with attributes and use these to describe things; if Iron has the 'dwarven' attribute for example, then opening the flood gates to let magma pour unto the unsuspecting elves would be a very 'iron' thing to do.

Edit: Minerals could be their primary colouring system as well.
Functionally speaking, I only see this being a factor in a few instances. We've also kicked around this idea twice. The only thing that I think Dwarves would observe in three states is water and alcohol and even if we could get away with Ice being "past-water", water being " present-water", and steam being "future-water", which may well make sense from the point-of-view of a medieval (al)chemist, could we really get away with calling boiled alcohol "future-booze"? ( Admittedly the poetic connotations are nice, what with the past being solid and immutable, the present being liquid and ever flowing by, and the future being ephemeral... ) Even so, the effective functionality of a system isn't really that much, ie this all would exist in mental abstraction, whereas the word tenses would still be past, present, future.

Maybe. One thing I want to say is that Timber is not Elven in the Dwarven mindset. At best, it's a part of collective creation myth. ( ie Elves are carved from Timber, Dwarves from stone, Humans from clay, etc. ) However, Dwarves value Timber and it is an important part of Dwarven industry and has its own place and attributes in the Dwarven mentality, to the point where a Dwarven month is named for it!

I see this as being probable, as this exists in real-world languages. ( e.g. cinnabar, amethyst, lapis, amber) And it makes sense that even Dwarven abstract colour names would be derived from minerals or other natural resources. ( For example, timber=brown, herb=green, magma=orange.) In that vein, since modern language progression begins by distinguishing light from dark and even the game mechanics and Dwarven biology do this, the first two Dwarven colours should be "Depth" and "Sky", and as development goes, these could be renamed. ( In my opinion to Slade and Opal, or perhaps Obsidian and Opal as the stand-ins for black and white. Especially strengthened, in my opinion, by the fact that Obsidian and Opal are calender months. )
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 19, 2015, 05:21:59 am
Iirc Old English marked objects by putting a short "objectifying" word in front of it, but modern languages seem fine just using position.

Things would be much simpler if we had prepositions, then at worst we could make up a pseudo proposition (roughly meaning "upon") for direct objects.  If we are actually in touch with Toady, a good suggestion for propositions would be stand-alone single vowels.  Any combination between a preposition and another word would require a mandatory dash.
Basically he told me what he's probably told everyone else: "We haven't decided anything, I'd like to try myself, and anything that is made would have to be taken as a suggestion." :/ That said, he probably wouldn't be opposed to the system yoy suggest.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 19, 2015, 06:02:42 am
Here's my attempt to simplify Dirst's consonant runes. ( Note: Later I realized I had left out the third row. That's my mistake and it can easily be added in. )
(http://s17.postimg.org/hlv2q39rj/HNI_0072_JPG.jpg)

Also, here is how I think it would be employed in written script:
(http://s15.postimg.org/43f2r13d7/HNI_0073_JPG.jpg)
Note how the vowels ( excluding the first ) are notated above the consonant that precedes them. That's simply how I feel it would/should be done in Dwarven and because I was working in a limited space. ( I did this in Colors3d, a drawing program for the Nintendo 3ds, so I didn't have much room to work with, this is also why I accidentally omitted the third row of consonants. ) Also please note, as underlined in red, I am treating the "st" character as a modified form of the "t" rune. This is because it wasn't specified in Loam's consonant clusters. Finally, to differentiate URIST ( the dwarf ) from urist ( the dagger ), I used two vertical lines on either side of the word. Since there is no rune that consists of simply a vertical line, I don't see any reason why it should be any more complex than that.

Any questions, comments, or criticisms?
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 19, 2015, 08:11:59 am
I'm on a phone and probably won't be on an Internet-enabled pc for a while, so I can't get a good look at Captain's simplified runes, but maybe this will help: to prevent the lots if mirror images, I arrang any dangling endpoints into an imaginary line that swoops from upper left to lower right (though I missed two in the last column).

As for appropriate shapes look at Latin (designed to be carved in stone) and Greek (designed to be penned on paper), especially the minuscule/lowercase letters.  There just seems to be something undwarven about curved elements, and this makes it hard to come up with 40 distinct glyphs.

One runic element I'd like to keep is a lack of upper and lowercase symbols.  A "capitalized" letter would likely be bigger, and I imagin it would extend below the line rather than above it.  I'd like to avoid the ambiguity that comes from capitalizing the first letter in a sentence.

The vowel runes were designed to be full-height letters, and would be hard to distinguish as small overscripts.  They could be modified to be distinct at that size, but then it starts getting a little too close to Middle Earth elvish.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 19, 2015, 08:36:57 am
I'm on a phone and probably won't be on an Internet-enabled pc for a while, so I can't get a good look at Captain's simplified runes, but maybe this will help: to prevent the lots if mirror images, I arrang any dangling endpoints into an imaginary line that swoops from upper left to lower right (though I missed two in the last column).

As for appropriate shapes look at Latin (designed to be carved in stone) and Greek (designed to be penned on paper), especially the minuscule/lowercase letters.  There just seems to be something undwarven about curved elements, and this makes it hard to come up with 40 distinct glyphs.

One runic element I'd like to keep is a lack of upper and lowercase symbols.  A "capitalized" letter would likely be bigger, and I imagin it would extend below the line rather than above it.  I'd like to avoid the ambiguity that comes from capitalizing the first letter in a sentence.

The vowel runes were designed to be full-height letters, and would be hard to distinguish as small overscripts.  They could be modified to be distinct at that size, but then it starts getting a little too close to Middle Earth elvish.
Ah. I'm afraid I don't follow with the "dangling endpoints into an imaginary line" thing, and would probably have to see that demonstrated. So if you get the chance, or if anyone else can understand, please demonstrate.

Yeah, I tried to keep in mind letters to be easily written and letters to be easily carved. ( My simplifications do actually resemble Phoenician and Greek a bit aesthetically, especially for the written script. ) One issue is that I don't have the best ever penmanship, so the simplified rune system I came up with might does look a little sloppy. ( If you get the chance to look at them, imagine that all endpoints in a segment connect at a 90° or 45° angle and all segments are straight. ) Also, for the two script runes in the top row that look pretty much identical, they aren't supposed to. One should look like a backwards "Z" and the other more like a fish-hook. ( Or a J with a music eighth note's flag. )
 
I'm all for that too. My "capitalization" was merely to append a vertical line rune ( basically a sans-serif capital "I" or a "|" character ) to either side of the word to note that it's a "proper" or "name" noun, rather than it's common variant. As a strictly text example: |dirst| for Dirst. As per segments of the rune going below the baseline, let's not if we can avoid it. Especially if an attempt is going to be made at a tileset for playing Dwarf Fortress in our rune system. ( I promise it won't be as painful as it sounds! :p )

Eh, that may not be too bad a thing? I fully understand if it is more preferred to have full-height letters, and for engravings this would no doubt be the case. However, for writing I think that overscripts wouldn't be that impractical, and could actually be used to very industrious effect in bookkeeping scenarios. ( Though, to invalidate my own point, these would probably work more on pictographs, ideographs, and abbreviations. :P )
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 19, 2015, 10:13:51 am
The endpoints pattern is easiest to see in the third column of consonants.  You can put a straight-edge across the letter and touch most of the endpoints, and that straight-edge will be slanted from upper left to lower right.

That doesn't need to be preserved when simplifying the runes, it's just some insight into why the shapes are the way they are.  As I said, it was to prevent a lot of mirror images.

Capitals reaching under the line just means that all of the lowercase letters are lifted a bit in their cells rather than lowered a bit.

It would not be hard to modify the vowel runes to be distinct in a vertically short space.  Instead of //\ in a single symbol you make it two marks next to each other /  /\.  BUT if we go with over or under scripts, it will be impossible to render the runes in a DF tileset... though TrueType might be able to pull it off.  I saw a Khmer font that tried to accomplish underscripts.  In that language, lots of letters can end up as underscripts.  There was a specified modifier that would put a big dot under a letter, and the reader was to imagine that the next full-height letter was really tucked under the previous one where that dot was.
Title: Re: Dwarven Linguistics Core Project
Post by: Timeless Bob on February 19, 2015, 01:38:49 pm
I like the idea of the circumfex marks being body language translated into symbology.  I imagine each circumflex to be a different gesture with eyebrows, beard, shoulders, ect... which would make the spoken Dwarvish to be a very animated language. 

The abbreviated word list I've often imagined to be only the spoken version of it, and incomplete for much the same reason as written Hebrew did not contain vowels: the reader was assumed to already know what was needed in the spoken form and add it into the "short-hand" written form.

As such, my conjecture is that the word list we are painfully trying to reconstruct is not the full language, but merely the verbal form, the rest being positional/gestural in nature.  It's my contention that while dwarves are industrious, they usually have to get together in "parties" to actively communicate - dwarves will not transfer information unless very near to each-other, indeed, "line-of-sight" is required for information to pass between them.  So - the written form would necessarily contain "gesture marks" that have no phonetic equal, indeed, attempting to pronounce a gesture would be untranslatable to the dwarven ear and not making the proper gestures while doing so would trim all of the verbs, prepositions and the like from the language, making it (understandably) incomprehensible.

Considering that often dwarves communicate while holding things, a hands-free series of gestures and relative body positions, such as "leaning toward (the conversational partner)" or "leaning away from (the conversational partner)", would be more likely.  Head, hip, shoulders, elbows, knees and feet positioning increase the ability to convey information non-verbally in conjunction with the verbal aspects of the language. 

It's interesting to note that such a form of communication would lead to a highly individualized fighting style, since group consensus would quickly deteriorate into individual action/reaction cycles until such time as the vocalized shout is heard and recognized as a general positional change requirement, which is in line with how we see dorfs fight and train.

(Of course, this would make dwarves in a passionate discussion, such as when electing a Mayor, seem to be suddenly overtaken with mass seizures.)
Title: Re: Dwarven Linguistics Core Project
Post by: Timeless Bob on February 19, 2015, 01:51:01 pm
Ported from the "dwarven poetry" thread:
And the usual tonal example:

Quote from: Shī shì shí shī shǐ
Shíshì shīshì Shī shì, shì shī, shì shí shí shī.
Shì shíshí shì shì shì shī.
Shí shí, shì shí shī shì shì.
Shì shí, shì Shī shì shì shì.
Shì shì shì shí shī, shì shǐ shì, shǐ shì shí shī shìshì.
Shì shí shì shí shī shī, shì shíshì.
Shíshì shī, Shì shǐ shì shì shíshì.
Shíshì shì, Shì shǐ shì shí shì shí shī.
Shí shí, shǐ shí shì shí shī, shí shí shí shī shī.
Shì shì shì shì.

Meaning in spoilers.
Spoiler (click to show/hide)

Perhaps the words are merely the base forms of a verbal language that relies on the inflection of the words to produce the rest of the language.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 20, 2015, 11:07:01 am
Here I tried to "modernize" the consonant runes a bit to make them suitable for a quill pen.  The vowels could get a similar treatment (closing the loop between the chevron and the internal accent mark), but this set uses curve = consonant and angle = vowel.

(http://i8.photobucket.com/albums/a28/8gon/Alphabet4-1.png)

The flag on Spoke 1, Rune 2 ought to be concave but that makes it too similar to the next rune... and there is no rule that the scribes need to be militantly consistent with the pattern anyway.  Spoke 1 is a pain in the ass in general because I used up all of the nice border combinations with Spokes 2 through 5.  I suppose I could use top-and-bottom for that Spoke (think of an H on its side) but then we're back into many pen strokes per letter.

Edit: Very small correction to one of the runes.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 20, 2015, 11:15:09 am
Timeless Bob,

I would like to see some gestures and stances incorporated into the language, but a written language needs to be relatively unambiguous (even if it relies on knowledge in the reader's head such as filling in vowels, the same series of symbols shouldn't have multiple possible meanings).

The sparse word list is because DF languages are currently only used to generate names.  Importantly, every language in DF draws from the exact same set of words, so it is not a commentary on how dwarves in particular write things down.  In the future I'd like to see the notion of untranslatable words, with some rough approximation listed in the other languages... but we aren't even close to that point yet.

A historical example of an untranslatable word is that Ancient Greek just didn't have a word for blue.  They described the sky as "bronze colored" which doesn't evoke the same color in an English-speaker's mind at all.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 20, 2015, 12:40:40 pm
Here I tried to "modernize" the consonant runes a bit to make them suitable for a quill pen.  The vowels could get a similar treatment (closing the loop between the chevron and the internal accent mark), but this set uses curve = consonant and angle = vowel.

(http://i8.photobucket.com/albums/a28/8gon/Alphabet4-1.png)

The flag on Spoke 1, Rune 2 ought to be concave but that makes it too similar to the next rune... and there is no rule that the scribes need to be militantly consistent with the pattern anyway.  Spoke 1 is a pain in the ass in general because I used up all of the nice border combinations with Spokes 2 through 5.  I suppose I could use top-and-bottom for that Spoke (think of an H on its side) but then we're back into many pen strokes per letter.

Edit: Very small correction to one of the runes.
Well, there's no denying your runes are cleaner, but I'm not sure about easier to write. On the otherhand,
/me likes Dirst's runes for their similarities to Glagolitic

Timeless Bob,

I would like to see some gestures and stances incorporated into the language, but a written language needs to be relatively unambiguous (even if it relies on knowledge in the reader's head such as filling in vowels, the same series of symbols shouldn't have multiple possible meanings).

The sparse word list is because DF languages are currently only used to generate names.  Importantly, every language in DF draws from the exact same set of words, so it is not a commentary on how dwarves in particular write things down.  In the future I'd like to see the notion of untranslatable words, with some rough approximation listed in the other languages... but we aren't even close to that point yet.

A historical example of an untranslatable word is that Ancient Greek just didn't have a word for blue.  They described the sky as "bronze colored" which doesn't evoke the same color in an English-speaker's mind at all.

Yeah, but that's more a matter of colour-word development, which is something I've gone over countless times in this thread. It's not as much an untranslatable word as a word that has yet to develop... I think a more accurate example of an untranslatable word would be "chutzpah" or "schmuck", which while describable in English, just don't really have the same feel or meaning to them. ( Hence why they're gradually being borrowed from Yiddish to English, though that also has a lot to do with a considerable amount of influential Ashkenazi migrating to the US... which is something I'd kind of like to see in the language development cycle at some point, is a group of ethnically distinct but culturally influential minorities immigrating into a site and bringing with them their words and idioms. And vice versa, a group of well-established folk who spread out their language and idioms through development of a technology, a la the US. From what I gather, that's Toady's eventual goal, but I wouldn't hold my breath waiting for it. Wow, I get off track easily. ) Now if, for example, the dwarves had not yet developed a word for green ( plausible ) and borrowed the word from Elves ( who almost certainly would have such a word), I guess that would kind of be along the lines of what you're saying. Knowing, however the (perceived) attitudes of Dwarves, it's likely that they'd just develop a word rather than borrow.

Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 20, 2015, 02:21:59 pm
Well, there's no denying your runes are cleaner, but I'm not sure about easier to write.
Spokes 2 through 5 can each be drawn without lifting a pen from the paper, though it isn't always obvious which end to start with.  The cursive capital I has similar issues... you have to start out drawing right-to-left which has no clearly-defined progression in English, so some people start with the tail and others start with the hook.
Yeah, but that's more a matter of colour-word development, which is something I've gone over countless times in this thread. It's not as much an untranslatable word as a word that has yet to develop... I think a more accurate example of an untranslatable word would be "chutzpah" or "schmuck", which while describable in English, just don't really have the same feel or meaning to them. ( Hence why they're gradually being borrowed from Yiddish to English, though that also has a lot to do with a considerable amount of influential Ashkenazi migrating to the US... which is something I'd kind of like to see in the language development cycle at some point, is a group of ethnically distinct but culturally influential minorities immigrating into a site and bringing with them their words and idioms. And vice versa, a group of well-established folk who spread out their language and idioms through development of a technology, a la the US. From what I gather, that's Toady's eventual goal, but I wouldn't hold my breath waiting for it. Wow, I get off track easily. ) Now if, for example, the dwarves had not yet developed a word for green ( plausible ) and borrowed the word from Elves ( who almost certainly would have such a word), I guess that would kind of be along the lines of what you're saying. Knowing, however the (perceived) attitudes of Dwarves, it's likely that they'd just develop a word rather than borrow.
I don't think anything as basic as "green" or "blue" should be left untranslatable, but Dwarven might have distinct names for "flame orange" and "magma orange" that other languages lump together.  The easiest "untranslatable" concepts to code into a computer would be distinctions made in some languages that aren't made in others.  One example would be the oranges I just mentioned, elves might have very different words for male and female tigers, humans might distinguish between 80 types of grain that others just call "wheat" and so on.

One famous exchange in the Bible is completely stripped of meaning in English.  In English, this makes no sense:
Jesus - Do you love me?
Peter - Yes Lord, you know that I love you.
Jesus - Do you love me?
Peter - Yes Lord, you know that I love you.
Jesus - Do you love me?
Peter - Lord, you know everything; you know that I love you.

In Greek or Hebrew, however, the first two questions use a word for unconditional love, whereas the responses use a word for fraternal/friendship-style love.  The third question switches to that version of love.  With that context, Jesus isn't nagging or repeating for effect... he's just losing an argument.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 20, 2015, 02:57:06 pm
Well, there's no denying your runes are cleaner, but I'm not sure about easier to write.
Spokes 2 through 5 can each be drawn without lifting a pen from the paper, though it isn't always obvious which end to start with.  The cursive capital I has similar issues... you have to start out drawing right-to-left which has no clearly-defined progression in English, so some people start with the tail and others start with the hook.
Yeah, but that's more a matter of colour-word development, which is something I've gone over countless times in this thread. It's not as much an untranslatable word as a word that has yet to develop... I think a more accurate example of an untranslatable word would be "chutzpah" or "schmuck", which while describable in English, just don't really have the same feel or meaning to them. ( Hence why they're gradually being borrowed from Yiddish to English, though that also has a lot to do with a considerable amount of influential Ashkenazi migrating to the US... which is something I'd kind of like to see in the language development cycle at some point, is a group of ethnically distinct but culturally influential minorities immigrating into a site and bringing with them their words and idioms. And vice versa, a group of well-established folk who spread out their language and idioms through development of a technology, a la the US. From what I gather, that's Toady's eventual goal, but I wouldn't hold my breath waiting for it. Wow, I get off track easily. ) Now if, for example, the dwarves had not yet developed a word for green ( plausible ) and borrowed the word from Elves ( who almost certainly would have such a word), I guess that would kind of be along the lines of what you're saying. Knowing, however the (perceived) attitudes of Dwarves, it's likely that they'd just develop a word rather than borrow.

I don't think anything as basic as "green" or "blue" should be left untranslatable, but Dwarven might have distinct names for "flame orange" and "magma orange" that other languages lump together.  The easiest "untranslatable" concepts to code into a computer would be distinctions made in some languages that aren't made in others.  One example would be the oranges I just mentioned, elves might have very different words for male and female tigers, humans might distinguish between 80 types of grain that others just call "wheat" and so on.
Hmm... Yeah, I could see that happening.

One famous exchange in the Bible is completely stripped of meaning in English.  In English, this makes no sense:
Jesus - Do you love me?
Peter - Yes Lord, you know that I love you.
Jesus - Do you love me?
Peter - Yes Lord, you know that I love you.
Jesus - Do you love me?
Peter - Lord, you know everything; you know that I love you.

In Greek or Hebrew, however, the first two questions use a word for unconditional love, whereas the responses use a word for fraternal/friendship-style love.  The third question switches to that version of love.  With that context, Jesus isn't nagging or repeating for effect... he's just losing an argument.
Mmmm yeah. I actually knew that... It's a very good point to bring up in demonstration. Honestly, on that subject, Modern English has lost a lot of meaning. On the other hand, it's gained a good bit in the way of communicating in a more concrete way, I suppose. ( Or analytical, or neutral, or whatever. Less is up to having to have contextual knowledge. Weirdly, it seems like it's more open to interpretations though.  )
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 20, 2015, 06:56:42 pm
I take st as just a consonant cluster (notably the only intra-syllabic consonant cluster Dwarvish permits). Also, I use c for a voiceless palatal stop (like the k in "keel"), rather than the English either-k-or-s-depending-on-context.

Looking at the data, I've noticed that c, f, and v (incidentally, the three least-common sounds in Dwarvish) cannot appear in a word-final position. I wonder if we can't use that to our advantage...

Okay, here's a suggestion - it's not pretty but it's functional:
t d k g
s z c* (gh)
b* v/f* th sh
n m ng (mg)
r (rh) l (lh)
*c is a voiceless velar fricative; b is [β]; v and f are variants of the same sound.

The order is: base sound / voiced or "strong" form / velarized / velar voiced or "strong" form
First row is stops, and the system works great.
Second is fricatives, and it's not bad (we're missing the voiced velar stop)
Third is more fricatives: a [v] is "stronger" than a [β], and so goes in the voiced slot. th and sh are "backed", not exactly velarized.
Fourth is nasals, works alright - m is, of course, not a voiced n though.
Fifth is liquids - perhaps all l should be [ɫ]. rh and lh are pure fictions.
Okay, back to getting the consonants in order.  How about this arrangement?
Spoke
Base
Base
Voiced
Velar
Velar
Voiced
1
f
v
th
(ch)
2
s
z
sh
c
3
t
d
k
g
4
(p)
b
l
r
5
n
m
ng
(mg)

The Spokes are re-arranged a bit to avoid some of the uglier runes, with Spoke 4 ending up as the Odd Bedfellows.  The "c" position is really for a "zh" sound, but "c" works there.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 20, 2015, 07:40:23 pm
And if someone with better hearing than mine would like to tackle the meaning of the vowel accents, Wikipedia has a chart of all IPA-distinct vowel sounds (http://en.wikipedia.org/wiki/Vowel#Audio_samples), though note that there are other possible vowel-like sounds described elsewhere in the article.

By the way, Dwarven has more vowel sounds than any real-world language.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 20, 2015, 08:16:27 pm
Okay, last one for tonight :)

íf îv i ith ï ús ûz u ush ùc ö ót ôd o ok òg å âb a al àr ä én êm e eng ë

As a mnemonic to help dwarf children learn their alphabet, the letters can be grouped into "fortresses" with vowels representing interactions and consonants the resources within.

í ascending/approaching the fortress
î going around/surrounding/sieging the fortress
i going through/entering/trading with the fortress
ì descending/leaving the fortress
ï forsaking/embarking from the fortress (this is the hybrid between the I and U areas)

The four resources could, for example, (1) ores, (2) gems, (3) crafts, and (4) agriculture.  The frontier fortresses at the begining and end of the alphabet are outposts that don't have any native food production, and one of the others has no ores.
The O fortress presumably is the Mountainhome, and the letter t ("ót") represents adamantine.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 24, 2015, 03:38:05 pm
Does anyone have any thoughts on the alphabet and runes?

Beyond that, I was thinking about numbers.  I have an idea for digits, but that's only part of the issue.  During DF's time period, mathematicians used a place-value system for numbers and merchants used a symbol-value system (Roman numerals).  There is also an option in between similar to Chinese numbers.

Examples using modern glyphs:

Place value: 925
Symbol value: CMXXV
Chinese: 9百2十5

Place value: 302
Symbol value: CCCII
Chinese: 3百2

Which type of system does everyone think is appropriate for dwarves to use DF?  Note that the game interface is going to use place-value no matter what, this is more about how things are written down when a tale says that thirty-seven thralls stormed the dining room.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 25, 2015, 09:45:19 am
I lost all my long-winded speeches, but I think the Chinese example you provided is most likely, or a variant that functions similarly to our numeral system, which is divided by thousand-digits and often abbreviated by the first letter of our word for that place value group. Like so, 2b, 35m, 350k, 42 ( together as 2b35m350k42) for two billion, thirty-five million, three hundred fifty thousand, and forty two. That would likely be the way for bookkeeping at very least, and whether or not they would use a tally-derived ( like Roman is ) number keeping system, I'm not sure, but I don't see reason why they wouldn't. It's even possible, if not probable, that they use both. I'd like to note that I'm still for a Mayan-esque Base20 number system, which is derived from base5 tally, but simplified and developed to function as a place-value system and provide easy line-of-sight basic arithmetic. ( It would have to be modified to be horizontally-justified though, which wouldn't be hard but would negate some of its usability as a way of keeping numbers. Possibly pushing it into a strictly professional use, like modern-day stenography and accounting for the varying levels of accuracy you can set for your bookkeeper to keep. )

As for the alphabet, yes I have some ideas. Someone, I think it was you Dirst, suggested we use IPA to determine the vowel sound, I'm not sure we should actually. From what I can tell, Dwarven vowels encompass every vowel producible by a humanoid mouth and most of the consonants. I lost the paragraph I wrote explaining the general history of the extended Latin alphabet, but I do still have the main idea of it and my guesses at what each vowel glyph corresponds to. Basically, what I want to do is make a group chart, similar to what we did with the consonants, sorting each vowel by its "type". From what I've determined, the primary vowels are: a,å,ä,e,ë,i, ï,o,ö,u,ü. The remaining modifiers, if not strictly tonal or gestural as suggested, or based on duration and stress, as is also possible, are intermediate vowels that fall in between these primary vowels. ( I don't know how to approximate those sounds. ) As can be easily seen, each primary vowel has its compliment primary vowel, e.g. o with ö, with two exceptions: a, which has a third variant that counts as a primary vowel and i, whose compliment I speculate may not be a vowel at all, or at least not purely a vowel. I speculate that ï is the Dwarven equivalent of the absent "j" sound, which is only present in the in-game human language. Whereas Humans treat it as a consonant, Dwarves treat it as a vowel and Toady theoretically notated them differently as a result, if we're still treating him as the transliterator of the languages from their native alphabet. This could lead to some fun with in-game transliteration if Dwarves borrow words from Humans, and to give some real life examples: Bjørn would become Bïörn, York would become Ïork, etc. I don't have strong justification for this, sadly, but it's my suggestion nonetheless.

What I think each glyph corresponds to:
a - "a" as in "pawn" or "o" as in "moss" ( same sound )
ä - "a" in cat
å - "ow" in cow, but shorter.
e - "eh" as in "Eh"
ë - "ey" as in fey
i - either "i" as in "sick" or "ee" as in "free"
Ï - I've already said above, though it could also be "ee" as above, especially if that's not represented by the above or one of the other modifiers.
o - "oh" as in "Oh" or "bow" ( the weapon )
ö - "uh" as in "Uhmm." or "bun"
u - "oo" as in "moon", though perhaps shorter
ü - "ew" as in "chew" or "ue" as in "blue" ( same sound )

If the other marks are stress/duration marks, then the opposite marks of, for example é and è, could refer to the main vowel or its compliment being stressed or lengthened. e.g. long "eh" or long "ey" ( The former like me on a Monday, the latter like the Fonz. :P ) As for the circumflex... I'm still very unsure. Maybe as powerful emphasis?? Personally, I like to think of it as a "rolling" tone, like an ornamentation in singing, but as someone else jokingly pointed out: Dwarves are not much for musicality. :P ( When I find the exact quote, I'll append it to the bottom of this message in edit form. )

Some phonetic renderings according to the above Urist Disuthedëm ( Dagger Nightmarekey ) - Oorist Disoothehdeym - Oo wrist de sooth eh day mm.-
I know that goes against how I've previously assumed and heard others say "Urist" is pronounced, and for that reason "Urist" will probably continue to be pronounced as Ürist/Ïürist as a sort of exception.

We'll probably be divided among ourselves about the vowels for years.

-snip
  • The other extreme is that each represents a different tone/pitch, similar to Chinese. In this case we could assume that each mark represents a similar tone as, say, Pinyin: á (rising tone), à (falling tone), â (rising then falling tone), ū (flat tone), and ä/å (?). However, I can hardly imagine a dwarf making tones. I like to think they talk in a gruff monotone, or in some horribly off key (when singing).
-snip-
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 25, 2015, 10:58:19 am
I wasn't trying to say we should use the IPA glyphs as some sort of official guide, just that it's a nice collection of many different vowel-sound recordings (http://en.wikipedia.org/wiki/Vowel#Audio_samples) that we can refer to as a common point of reference.  That's because "a as in tomato" just lets people read things in their own dialect :)

Note that Loam's vowels roughly wrap around that chart.  The IPA chart is taller and skinnier than our current diagram of vowel relationships, and it requires devising some sounds between the IPA entries.  If we keep to the brilliant pattern that Loam laid out, we have the following rules:

Base vowel is unrounded
Circumflex is rounded
Accent moves one slot counter-clockwise
Accent-grave moves one slot clockwise
Umlaut is a distinct vowel placed mid-way between base vowels

í front, near-close
î front, close (rounded)
i front, close (unrounded)
ì near-front, close
ï central, close
ú near-back, close
û back, close (rounded)
u back, close (unrounded)
ù back, near-close
ö back, slightly more closed than close-mid
ó back, slightly less closed than close-mid
ô back, mid (rounded)
o back, mid (unrounded)
ò back, open-mid
å back, open
á central, open
â near-front, open (rounded)
a near-front, open (unrounded)
à front, open
ä front, near-open
é front, open-mid
ê front, mid (rounded)
e front, mid (unrounded)
è front, slightly less closed than close-mid
ë front, slightly more closed than close-mid

This requires splitting the current "close-mid" row in two, and rotates the "a" and "e" groups slightly away from their expected positions.  It's unusual for a language to contain vowels that differ only in being mid or close-mid, let alone mid and two levels of close-mid... and this gives us a little insight into how dwarves speak and hear.

The vertical position on the IPA chart (open vs. closed) is governed by the peak frequency (by volume) in a vowel's sound, which tends to be a relatively low frequency.  The horizontal position (front vs. back) is governed by the second peak frequency, which tends to be a lot higher.  Dwarven vowels always distinguish vertically or horizontally, never both at the same time, and the entire middle of the chart is unused (i.e., there is no schwa).  We could surmise that dwarves have better hearing response at low frequencies, or that they have more difficulty than humans distinguishing the second peak.  I don't think there's any reason to believe that a dwarf's mouth would be incapable of making the sounds in the middle of the chart, but those sounds would sound very mushy and indistinct to their own ears.

A schwa might escape a dwarf's lips as a verbal pause (where humans use "eh" or "uh") because it wouldn't be confused with a real word.

Edit: Fixed two typos.
Title: Re: Dwarven Linguistics Core Project
Post by: Loam on February 25, 2015, 12:03:45 pm
I took it more as "base is lax, circumflex is tense." Umlauts are still "half-vowels," i.e. unrelated sounds:
Code: [Select]
i = [ɪ]
î = [i]
ï = [ɨ]
u = [ʊ]
û = [u]
o = [ɔ]
ô = [o]
ö = [ɤ]
a = [ä]
â = [a]
ä = [æ]
å = [ɑ]
e = [ɛ]
ê = [e]
ë = [ø]
It still wraps around the chart, but the sounds are more understandable to English speakers, which I assume is our main audience. Tense and lax aren't qualities listed on that vowel chart, but they do exist (sort of), and maybe that's just how the Dwarves see things.

As for acutes and graves, I've been playing with the idea that they palatalize the consonant either before (grave) or after (acute) them: basically, whichever way the high end of the accent is pointing, that consonant gets palatalized (or, if the vowel is word-initial, it adds a [j] before the vowel). The vowel itself is the same as the base vowel. This also cuts our vowel count down to a more manageable fifteen.

Of some note is the fact that, in the attested corpus (i.e. the RAW language files), the circumflex, umlaut, and ring accents all appear ~30 times, whereas the acute and grave accents appear ~15 times each. This suggests that they are just different variations of the same vowel (or rather sub-vowel... so they're like variants of a variant...) instead of two widely-separated sounds.

On schwas: there's always the possibility that vowels in unstressed syllables will weaken to schwas or other sounds. So they're not phonemic, but could easily be allophonic. Depends how deep into things like word stress you want to go.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 25, 2015, 12:21:32 pm
The vertical position on the IPA chart (open vs. closed) is governed by the peak frequency (by volume) in a vowel's sound, which tends to be a relatively low frequency.  The horizontal position (front vs. back) is governed by the second peak frequency, which tends to be a lot higher.  Dwarven vowels always distinguish vertically or horizontally, never both at the same time, and the entire middle of the chart is unused (i.e., there is no schwa).  We could surmise that dwarves have better hearing response at low frequencies, or that they have more difficulty than humans distinguishing the second peak.  I don't think there's any reason to believe that a dwarf's mouth would be incapable of making the sounds in the middle of the chart, but those sounds would sound very mushy and indistinct to their own ears.

A schwa might escape a dwarf's lips as a verbal pause (where humans use "eh" or "uh") because it wouldn't be confused with a real word.
Which seems weird, at first... but it's really not. Think about it, when surrounded by the sounds of incessant mining and hammering, you kinda kill your ability to establish sounds in the mid-range as well. So your hearing would fall to higher and lower frequencies, and as age sets in the ability to distinguish higher frequencies dull naturally, and added to the auditory assault of dwarven industry.. it's not surprising that they would have better hearing response at low frequencies. They need at least a few transcribable "alert" phonemes though, which can be heard over low frequency Dwarven machinery. ( ie the sound of stone gears grinding together, which is pretty low and constant. ) Also, the sounds of wood cutting are rather low too, but they can be loud enough to make it hard to distinguish words in lower registers, further making that a necessity. What do you think, should there just be special symbols for battle cries and alert yells, should they just be written in a descriptive sense ( "an alarming cry" ), or are we assuming all dwarves have horns at all times that they can use for that purpose instead of verbal language?

Also, I don't really know if this was addressed or not, but are iotazation and the "j" sound going to be used with the "i-type" runes or ignored?

I'll try to upload a recording of the pronunciation chart I had in my last post later.

I took it more as "base is lax, circumflex is tense." Umlauts are still "half-vowels," i.e. unrelated sounds:
Code: [Select]
i = [ɪ]
î = [i]
ï = [ɨ]
u = [ʊ]
û = [u]
o = [ɔ]
ô = [o]
ö = [ɤ]
a = [ä]
â = [a]
ä = [æ]
å = [ɑ]
e = [ɛ]
ê = [e]
ë = [ø]
It still wraps around the chart, but the sounds are more understandable to English speakers, which I assume is our main audience. Tense and lax aren't qualities listed on that vowel chart, but they do exist (sort of), and maybe that's just how the Dwarves see things.

As for acutes and graves, I've been playing with the idea that they palatalize the consonant either before (grave) or after (acute) them: basically, whichever way the high end of the accent is pointing, that consonant gets palatalized (or, if the vowel is word-initial, it adds a [j] before the vowel). The vowel itself is the same as the base vowel. This also cuts our vowel count down to a more manageable fifteen.

Of some note is the fact that, in the attested corpus (i.e. the RAW language files), the circumflex, umlaut, and ring accents all appear ~30 times, whereas the acute and grave accents appear ~15 times each. This suggests that they are just different variations of the same vowel (or rather sub-vowel... so they're like variants of a variant...) instead of two widely-separated sounds.

On schwas: there's always the possibility that vowels in unstressed syllables will weaken to schwas or other sounds. So they're not phonemic, but could easily be allophonic. Depends how deep into things like word stress you want to go.
I don't know about it palatizing things. Could you maybe give an example of the usage in a dwarven word?

Mmm, I guess. So then we're down to 5 primary vowels again, with two variations and 5 intermediary with no tension variance?

Hmmm. I think in terms of things like that we would have begun to argue dialects, which means we'd looked too deep and missed the point of this whole thing. Which was: Make a functioning language, not necessarily a natural one. My intention was just to get a Dwarven that I could write poetry in, and we've already gone way beyond that. ( Kudos to us, I say! If it's worth doing, it's worth overdoing, such is Dwarf Fortress. More accurately: We like to simulate things down to the most minute details possible with as much realism as possible. )
Title: Re: Dwarven Linguistics Core Project
Post by: Miuramir on February 25, 2015, 01:17:55 pm
Beyond that, I was thinking about numbers.  I have an idea for digits, but that's only part of the issue.  During DF's time period, mathematicians used a place-value system for numbers and merchants used a symbol-value system (Roman numerals).  There is also an option in between similar to Chinese numbers.

One thought is that we get some insight into Dwarven perception of numbers with the bookkeeper's precision (http://dwarffortresswiki.org/index.php/DF2014:Stocks).  Dwarves seem to have developed a more explicit use of significant figures; with the concept of numbers with 1, 2, 3, 4, or unlimited significant figures, in base 10. 

Looking at the rounding probably implies that there is a single dwarven word for each of "ten", "hundred", "thousand", and "ten thousand".  So, an ordinary dwarf faced with describing 12,345 items (goblins, stones, whatever) would probably use only two words; "one" and "ten-thousand".  (It's possible also that the "one" is assumed, or gets replaced with a singular signifier; e.g. in English one can say "three hundred" or "one hundred", but one might also say "a hundred".) 

Conversely, there is no indication that there are words for groups larger than ten-thousand (e.g. no million, billion, etc.).  I suggest that it stages up; and as in some existing languages (Chinese?) that the common word for "uncountable" or "infinite" is the highest level word twice.  So, "ten-thousand ten-thousands" is literally 100,000,000; but is used for any unimaginably large, uncountable, or infinite number. 

Edit: And probably also sarcastically and as an expression of futility.  "I'm not going outside this fall, there are ten-thousand ten-thousands leaves out there, and someone will want me to pick them up and put them in a stack."
Title: Re: Dwarven Linguistics Core Project
Post by: Loam on February 25, 2015, 01:41:34 pm
I don't know about it palatizing things. Could you maybe give an example of the usage in a dwarven word?

"dùstik" is pronounced [djʊstɪk] "dyuh-stick"

"sákrith" is pronounced [säkjrɪθ] "sai-krith"

It's pretty simple, really, though it's hard to do with sounds like [r]. The easy-but-not-exactly-accurate way of understanding it is to put a "y" sound between the vowel and the consonant. It's a big thing in Russian.

So, the typical way of saying "Urist" [jʊrɪst] would be spelled "Ùrist."
Incidentally, "yurist" in Russian means "lawyer." Make of that what you will.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on February 25, 2015, 02:26:48 pm
I took it more as "base is lax, circumflex is tense." Umlauts are still "half-vowels," i.e. unrelated sounds:
Code: [Select]
i = [ɪ]
î = [i]
ï = [ɨ]
u = [ʊ]
û = [u]
o = [ɔ]
ô = [o]
ö = [ɤ]
a = [ä]
â = [a]
ä = [æ]
å = [ɑ]
e = [ɛ]
ê = [e]
ë = [ø]
It still wraps around the chart, but the sounds are more understandable to English speakers, which I assume is our main audience. Tense and lax aren't qualities listed on that vowel chart, but they do exist (sort of), and maybe that's just how the Dwarves see things.

As for acutes and graves, I've been playing with the idea that they palatalize the consonant either before (grave) or after (acute) them: basically, whichever way the high end of the accent is pointing, that consonant gets palatalized (or, if the vowel is word-initial, it adds a [j] before the vowel). The vowel itself is the same as the base vowel. This also cuts our vowel count down to a more manageable fifteen.

Of some note is the fact that, in the attested corpus (i.e. the RAW language files), the circumflex, umlaut, and ring accents all appear ~30 times, whereas the acute and grave accents appear ~15 times each. This suggests that they are just different variations of the same vowel (or rather sub-vowel... so they're like variants of a variant...) instead of two widely-separated sounds.

On schwas: there's always the possibility that vowels in unstressed syllables will weaken to schwas or other sounds. So they're not phonemic, but could easily be allophonic. Depends how deep into things like word stress you want to go.
I think that using accents as some kind of modifier (rather than distinct vowels) will help a lot.  Intuitively, I'd like an accent to do "half of a circumflex" and an accent grave to do "the other half," but I don't think that's feasible.  Shorter or longer duration might work.

I put your vowels into a table and tweaked a couple of the entries.  Wikipedia has some limited data on the frequency peaks in vowels (http://en.wikipedia.org/wiki/Formant), and the ones in parentheses are my guesses based on linear regression of the Openness/Backness/Roundness attributes.  You can judge the guesses by looking at the raw regression results (Pseudo-F1 and Pseudo-F2) in rows that have actual data.  Richer source data would yield better estimates.

These F1 and F2 numbers can be put into a vowel synthesizer (http://auditoryneuroscience.com/topics/two-formant-artificial-vowels) to get a feel for what these things sound like.

DFIPAOpennessBacknessRoundnessOpen#Back#Round#F1F2Pseudo-F1Pseudo-F2
ɪNear-closeNear-frontNo0.8330.750(350)(2000)347.7622026.655
iCloseNear-frontNo10.750(240)(2100)260.7292112.970
îiCloseFrontNo110240 2400 261.4282360.535
ïɨCloseCentralNo10.50(240)(1900)260.0291865.405
ʊNear-closeNear-backNo0.8330.250(350)(1500)346.3641531.524
uCloseNear-backNo10.250(240)(1600)259.3301617.839
ûuCloseBackYes101250 595 195.624883.428
öɤClose-midBackNo0.66700460 1310 432.1771198.160
oClose-midBackYes0.66701360 640 369.170711.314
oMidBackYes0.501(450)(600)456.204624.998
ôɔOpen-midBackYes0.33301500 700 543.238538.683
åɑOpenBackNo000750 940 779.791853.415
aäOpenCentralNo00.50(800)(1400)781.1901348.546
âaOpenFrontNo010850 1610 782.5881843.677
äæNear-openFrontNo0.16710(700)(1900)695.5541929.992
eɛOpen-midFrontNo0.33310610 1900 609.0422015.791
êeClose-midFrontNo0.66710390 2300 434.9742188.422
ëøClose-midFrontYes0.66711370 1900 371.9681701.575

All of the DF vowels here have at least one of Openness and Backness at an extreme value (0 or 1).

Edit: A couple of the o's were transposed.  It's been fixed.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on February 26, 2015, 08:47:30 am
I don't know about it palatizing things. Could you maybe give an example of the usage in a dwarven word?

"dùstik" is pronounced [djʊstɪk] "dyuh-stick"

"sákrith" is pronounced [säkjrɪθ] "sai-krith"

It's pretty simple, really, though it's hard to do with sounds like [r]. The easy-but-not-exactly-accurate way of understanding it is to put a "y" sound between the vowel and the consonant. It's a big thing in Russian.

So, the typical way of saying "Urist" [jʊrɪst] would be spelled "Ùrist."
Incidentally, "yurist" in Russian means "lawyer." Make of that what you will.
Yeah, I thought that's what you meant by palatalization. I call the iotaization, but I guess that's not the correct term... That's an interesting take to bring. Whether they use palatalization or not, I'm unsure, but I guess that method of notating it would be pretty valid, if a bit limited.

I make of that that we have a hilarious new character. :)

Urist McWright, Ace DWARVEN Attorney.
(http://static.wixstatic.com/media/cc60fd_f7cf3ebfcb2448c5b7b0b382383e1d6a.jpg?dn=Urist_wright.jpg)
Wearing his black beard of JUSTICE and his Adamantium Court Suit, he will object your objection to his objection... With a battle-ax. ( That's why he's always Wright. )
(( I spent entirely too long on that joke, so I really hope it gets a laugh. -_- ))
((( Yes, that does mean he's not wearing pants behind that desk. :P )))
Title: Re: Dwarven Linguistics Core Project
Post by: Timeless Bob on February 28, 2015, 12:10:25 am
https://www.youtube.com/watch?v=vFldBVWFgWo
bu`t to the head!

I'm both amazed and gratified that so many conlang enthusiasts have gotten together over this - what a worthy effort so far!

From the "Model Languages" group (from way back in the AOL days before Yahoo was even around), there was this resource: http://www.zompist.com/kit.html (http://www.zompist.com/kit.html) 
It may still be of some use to this effort.
Title: Re: Dwarven Linguistics Core Project
Post by: Uristsonsonson on March 04, 2015, 01:50:22 am
Hi! I'm not sure exactly where you guys are at in this, but I've been reading the thread off and on with some interest. I tried something like this about a year ago. That project kind of died between lack of time and lack of scripting know-how (it was such a PITA it took a literal day just to alphabetize some of the files by hand), but I thought it might be interesting to give you some of my old resources and mention that I came across a workable workaround for when you get to the actual work of entering all of this into the game itself. Just add a new entry to the language_words document for each form you want the game to have for each word and then go through the racial languages and the symbols file to match the format. An example:

[WORD:ABBEY_NOM_INDEF_SING]
   [NOUN:abbey:abbey]
      [FRONT_COMPOUND_NOUN_SING]
      [REAR_COMPOUND_NOUN_SING]

[WORD:ABBEY_NOM_INDEF_PLUR]
   [NOUN:abbeys:abbeys]
      [FRONT_COMPOUND_NOUN_PLUR]
      [REAR_COMPOUND_NOUN_PLUR]

[WORD:ABBEY_NOM_DEF_SING]
   [NOUN:the abbey:the abbey]
      [THE_NOUN_SING]
      [THE_COMPOUND_NOUN_SING]

[WORD:ABBEY_NOM_DEF_PLUR]
   [NOUN:the abbeys:the abbeys]
      [THE_NOUN_PLUR]
      [THE_COMPOUND_NOUN_PLUR]

[WORD:ABBEY_GEN_DEF_SING]
   [NOUN:of abbeys: of abbeys]
      [OF_NOUN_PLUR]

And here's everything I can find from the old project:
http://dwarffortresswiki.org/index.php/DF2014:Language_token The library of tokens that can be used in the language files.
http://dffd.bay12games.com/file.php?id=8862 My alphabetized language_words and language_SYM files. You might want to double check them but feel free to use both or either.
http://dffd.bay12games.com/file.php?id=9051 Reelya's LangOpt stuff. I don't remember much about it but I think it was useful.
http://dffd.bay12games.com/file.php?id=8219 Milo Christiansen's Words Splitter script. This was incredibly useful for splitting all the entries up. The only issues are that you have to manually format the output and that I forget how well that scheme worked and whether I had to add or remove any categories. I used the DF fortress naming screen a lot to sanity check the results every so often.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on March 04, 2015, 02:23:10 am
Hmm.... Did you test this and see if it worked?

Also! Thank you both for your interest and your resources! Not to mention, bringing attention to this thread so that I wouldn't forget it,
Title: Re: Dwarven Linguistics Core Project
Post by: Uristsonsonson on March 04, 2015, 02:36:10 am
About a year ago. The basic idea was solid. I just don't recall all of the fine tuning I had to use or have any files except the two I uploaded to DFFD.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on March 04, 2015, 09:23:11 am
Wow. I just looked over the language tags, and that's phenomenally useful! With a bit of time, we could actually implement a full and robust language that way. Albeit, still one with a limited vocabulary. Well

https://www.youtube.com/watch?v=vFldBVWFgWo
bu`t to the head!

I'm both amazed and gratified that so many conlang enthusiasts have gotten together over this - what a worthy effort so far!

From the "Model Languages" group (from way back in the AOL days before Yahoo was even around), there was this resource: http://www.zompist.com/kit.html (http://www.zompist.com/kit.html) 
It may still be of some use to this effort.
Thanks! I still haven't looked at the Model Languages resource much yet. I'll try to get back to it.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on March 04, 2015, 10:57:36 am
So here is my attempt at the numbers, using a variation on the Chinese system.  My theory is that Dwarves might have the gross-body agility of a sack of potatoes, but they have good fine-muscle dexterity for crafting and therefore have no trouble extending any arbitrary combination of fingers.

A dwarf starts counting on the right hand with palm outward (or down if counting to herself), using the thumb for "1", thumb and index finger for "2", thumb index and middle fingers for "3" and so on up to 5.  Fold down the thumb for "6".  Fold down the index finger for "7" and so on until you have a pinky for "9".  For "10" fold down the last right-hand finger and extend the left thumb.  The number "28" would be the left thumb and forefinger as well as the right ring and pinky fingers.

In cases where the dwarf needs to show a big number using one hand, palm outward means "this hand" and palm inward means "the other hand."

In writing, Dwarven has left-hand and right-hand runes that are mirror images of one another, and they are pretty much always in pairs.  The first row of runes in the image below are the left-hand runes 0-9 and the right-hand runes 0-9.

A leading zero can be omitted, but usually isn't.  A trailing rune that looks something like a hand indicates the number is finished.  This is something of an anti-fraud measure, preventing someone from appending digits after the fact.

For numbers greater than 100, a pair of digits on the front can count hundreds marked by a symbol that looks like a bucket or barrel.  The next pair of digits at the front, if needed, are marked by a symbol that looks like a minecart or wagon.  The three markers are shown on the third line in the image.

I imagine that dwarves would want to have certainty about any uncertainty in their numbers, so the second row of runes indicate approximate values.  The first one would be signified with the left thumb up but curled, the second one with the left thumb extended with the index finger curled, etc.  The final rune on the third row is for a completely unknown digit (for example, one of the ?'s on the stock screen).  It's a hybrid of "approximately 1" and "approximately 4" and "approximately 6" and "approximately 9" (signified with a hand having all of its fingers curled or "half extended").


(http://i8.photobucket.com/albums/a28/8gon/Numbers2.png)

Here are some example numbers:

2600

An uncertain count between 910020 and 910049

Approximately 70

(http://i8.photobucket.com/albums/a28/8gon/NumberExamples2.png)

The hand, barrel and wagon symbols could be used directly as plural markers in the text.  Just prefix the noun with the appropriate marker so that Dwarven plurals come with a rough order of magnitude with meanings like "handfuls of daggers" or "wagonloads of bones."  How to actually pronounce this is a job for later (we need to account for words that begin with vowels).

As mentioned earlier, dwarves don't seem to have a native concept of really really big numbers, but this could be extended.  Either combine the markers to have "bucketfuls of wagonloads of golbins" or extend the collection of markers to "caravans" and "armies" and "fortresses" and "kingdoms" and so on.  It's plausible that scholars and recordkeepers do the latter while laymen do the former.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on March 09, 2015, 03:30:45 pm
That probably wasn't the clearest way to write all of that.  This might help as a mnemonic to relate the rune segments to fingers.  Remember that the runes are drawn as if you're looking at the backs of your own hands.

(http://i8.photobucket.com/albums/a28/8gon/Counting.png)


I changed my mind about the approximate figures.  It makes sense to have an "unknown digit" rune, but a meaning-changing flourish on every possible digit is a bit much.  Besides, I came up with a better use for those runes.

Right now, someone could always come along later and add strokes to a digit, basically moving it toward 5.  Those little ending flourishes make the digit unalterable, sort of a Middle Ages version of an OCR-A font.  They would be understandable to a dwarf even if he or she didn't know the significance of the flourishes, and likely reserved for official documents.  In the future, it would make it harder for dwarven children to fake their report cards.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on March 10, 2015, 11:14:52 am
Pssh, yeah. That mnemonic is very helpful, but I had gotten the basic idea the first time. I just am stuck pulling myself in seven directions at once to work on all of the projects I've assigned myself to and my college work, so that's why I didn't get around to responding. This project isn't dead, though and I like that system of number notation because I think it's very clean and natural. As per the stroke to make the rune unalterable, I'm thinking just one vertical stroke down the center of the rune. It's very hard to mistake and it doesn't interfere with the current setup of the rune. (Though, admittedly I'm not sure how much it helps with the issue. ) As per approximates, I see no reason why there wouldn't just be an "unknown digit" rune. There is in the actual game mechanics: "?". Granted, it can and probably will be argued that that's just a translation convention.

As per the less accurate book keeping methods, methinks that this could boil down to number of significant digits according to the bookkeeper, e.g. 5-X if 5 is the five rune and X is a rune meaning "thousands place" with the hyphen being some kind of signifier of approximation. Basically "It rounds to 5000" or "About 5000" or "5000 and some." Which saves space and aids readability (slightly) from the bookkeeper's perspective. However, a bookkeeper could be ordered to treat all digits as significant: 5362 Barrels of Dwarven Rum is exactly 5362 and is written with a digit for each place value in stead of "5-X barrels of Dwarven Rum". ( The practicality of such simplifications is more obvious when you have hundreds of thousands. ) Though, I am still willing to posit that Dwarven bookkeepers use their own system of stenography for the purpose of rapidly taking notes and have a separate tally system that better facilitates addition rather than simple display of number value. ( In fact, bonus points if said tally system is impractical for displaying number value easily. There's a reason bookkeeping is a skill. Even real-life accountants have historically had to treat numbers differently and learn different maths than other professions. ) However, even if this is the case, it doesn't necessarily mean much linguistically as it does culturally/practically, as their records would probably still be translated into a Dwarven number system that all Dwarves can read instead of the specific bookkeeper/another bookkeeper. It's just how I visualize it and how I'd do it if I had to count everything in a fort.

Also, I'm looking at your runes and thinking to myself that they need to be simplified or at least given a cursive form. Sure they can all be written in 1-3 strokes, but those strokes look kind of awkward for a hand and don't inherently leave the hand in an optimal position to go to the next letter. ( Assuming dwarves write left-to-right, that is.  ) It's not horrible, but a necromancer who was writing his fortieth biography definitely wouldn't use that, nor would any dwarf who had a lot to write, due to the extra movement increasing hand strain. In addition, the consonant runes wouldn't lend themselves very well to being engraved as of their most recent iteration. The worst offenders are the second and fourth rows, as well as special mention to the third character on the first row and the last two of the last row. ( The last of the last being more of a minor annoyance than a legitimate problem. )

Curiously, it seems like most of the number runes are actually suited to best being written by the hand that their spokes are mapped to. I'm not sure if this is relevant, but it suggests to me that a particularly skilled bookkeeper could write two at once, one quill in each hand, and potentially even take note of two numbers at once.
Title: Re: Dwarven Linguistics Core Project
Post by: Ops Fox on March 21, 2015, 06:41:26 pm
This is incredible that you guys are doing this, do you have a notes version of your accepted or pending ideas so far? I ask because while I did read the entire thread, I have forgotten important bits here and there and its tedious to read the same conversation twice to try and find important bits.

Also somewhere its mention that some words you would expect to share a root dont, like sorcery and sorcerer, I think that can be explain by word drift. Wizard for instance originally came from wiseman, so maybe those two dwarven words drifted from different sources like the original word for sorcery meant something to the extent of magic or black magic and sorcerer's root word meant something like scholar. It was only in recent dwarven times that those two words drifted and changed to be what we call consider sorcery and sorcerer now.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on March 21, 2015, 08:33:32 pm
This is incredible that you guys are doing this, do you have a notes version of your accepted or pending ideas so far? I ask because while I did read the entire thread, I have forgotten important bits here and there and its tedious to read the same conversation twice to try and find important bits.

Also somewhere its mention that some words you would expect to share a root dont, like sorcery and sorcerer, I think that can be explain by word drift. Wizard for instance originally came from wiseman, so maybe those two dwarven words drifted from different sources like the original word for sorcery meant something to the extent of magic or black magic and sorcerer's root word meant something like scholar. It was only in recent dwarven times that those two words drifted and changed to be what we call consider sorcery and sorcerer now.
Yeah. Sadly, nope. We don't have a notes version and even our general consensus is kinda on a sandy foundation. However, if you care to volunteer, I can point you to some of the most important developments.

I had similar, though nowhere near as developed ideas about that. The only thing is this: How would they drift so much in that time? ( World-gen time, that is. ) Moreover, it seems the drift occurs before time itself... This has implications that will need to be addressed.

Most importantly, thank you for posting.
Title: Re: Dwarven Linguistics Core Project
Post by: Ops Fox on March 21, 2015, 09:19:02 pm
This is incredible that you guys are doing this, do you have a notes version of your accepted or pending ideas so far? I ask because while I did read the entire thread, I have forgotten important bits here and there and its tedious to read the same conversation twice to try and find important bits.

Also somewhere its mention that some words you would expect to share a root dont, like sorcery and sorcerer, I think that can be explain by word drift. Wizard for instance originally came from wiseman, so maybe those two dwarven words drifted from different sources like the original word for sorcery meant something to the extent of magic or black magic and sorcerer's root word meant something like scholar. It was only in recent dwarven times that those two words drifted and changed to be what we call consider sorcery and sorcerer now.
Yeah. Sadly, nope. We don't have a notes version and even our general consensus is kinda on a sandy foundation. However, if you care to volunteer, I can point you to some of the most important developments.

I had similar, though nowhere near as developed ideas about that. The only thing is this: How would they drift so much in that time? ( World-gen time, that is. ) Moreover, it seems the drift occurs before time itself... This has implications that will need to be addressed.

Most importantly, thank you for posting.
I would appreciate it if you pointed me towards those important post and I will try to compile a notes version of what you have so far.

I think of it along the lines that the worlds are not created at world gen, but rather world gen is when recorded history begins. In the time before world gen dwarfs are still around speaking to each other, developing their language and causing words like sorcery and sorcerer to drift towards one another. Think of it like the neolithic and paleolithic periods for ourselves, we were certainly around then and important development were made, we just dont have any records of it.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on March 22, 2015, 12:59:11 am
This is incredible that you guys are doing this, do you have a notes version of your accepted or pending ideas so far? I ask because while I did read the entire thread, I have forgotten important bits here and there and its tedious to read the same conversation twice to try and find important bits.

Also somewhere its mention that some words you would expect to share a root dont, like sorcery and sorcerer, I think that can be explain by word drift. Wizard for instance originally came from wiseman, so maybe those two dwarven words drifted from different sources like the original word for sorcery meant something to the extent of magic or black magic and sorcerer's root word meant something like scholar. It was only in recent dwarven times that those two words drifted and changed to be what we call consider sorcery and sorcerer now.
Yeah. Sadly, nope. We don't have a notes version and even our general consensus is kinda on a sandy foundation. However, if you care to volunteer, I can point you to some of the most important developments.

I had similar, though nowhere near as developed ideas about that. The only thing is this: How would they drift so much in that time? ( World-gen time, that is. ) Moreover, it seems the drift occurs before time itself... This has implications that will need to be addressed.

Most importantly, thank you for posting.
I would appreciate it if you pointed me towards those important post and I will try to compile a notes version of what you have so far.

I think of it along the lines that the worlds are not created at world gen, but rather world gen is when recorded history begins. In the time before world gen dwarfs are still around speaking to each other, developing their language and causing words like sorcery and sorcerer to drift towards one another. Think of it like the neolithic and paleolithic periods for ourselves, we were certainly around then and important development were made, we just dont have any records of it.
I'll... try to get around to it. No promises, but poke me every so often about it.

Eh, yeah. I mean, there's always that argument, but then how do you explain the pretty obvious terraforming that occurs in world gen? Besides, there's no evidence (and there would be) of megabeasts prior to the start of history and there are no known crude oil deposits. All of these things seem to suggest a fresh world teeming with life. That the sapient races may be migrants from another universe is a possible explanation that I'm willing to accept. I'll admit, I'm just a sucker for the god-like creation scenario and like to think of each world as beginning when the player presses "generate a world". It's a bias, to be sure, but it's not an unacceptable one, nor does it devalue my questions about the existence and persistence of each Dwarf Fortress world. I dunno. I mean, I don't really know if I'm even coherent right now. It's three hours past when I wanted to be asleep tonight, so that's why I might sound a little off and that's why I'm asking you to get back with me later about pointing you to the notes. ( Preferably do that on Monday and depending on my college obligations, I might be able to get around to it. This semester got tough, quick, and I wasn't really prepared to handle it. )
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on March 24, 2015, 04:57:54 pm
Pssh, yeah. That mnemonic is very helpful, but I had gotten the basic idea the first time. I just am stuck pulling myself in seven directions at once to work on all of the projects I've assigned myself to and my college work, so that's why I didn't get around to responding. This project isn't dead, though and I like that system of number notation because I think it's very clean and natural. As per the stroke to make the rune unalterable, I'm thinking just one vertical stroke down the center of the rune. It's very hard to mistake and it doesn't interfere with the current setup of the rune. (Though, admittedly I'm not sure how much it helps with the issue. ) As per approximates, I see no reason why there wouldn't just be an "unknown digit" rune. There is in the actual game mechanics: "?". Granted, it can and probably will be argued that that's just a translation convention.

As per the less accurate book keeping methods, methinks that this could boil down to number of significant digits according to the bookkeeper, e.g. 5-X if 5 is the five rune and X is a rune meaning "thousands place" with the hyphen being some kind of signifier of approximation. Basically "It rounds to 5000" or "About 5000" or "5000 and some." Which saves space and aids readability (slightly) from the bookkeeper's perspective. However, a bookkeeper could be ordered to treat all digits as significant: 5362 Barrels of Dwarven Rum is exactly 5362 and is written with a digit for each place value in stead of "5-X barrels of Dwarven Rum". ( The practicality of such simplifications is more obvious when you have hundreds of thousands. ) Though, I am still willing to posit that Dwarven bookkeepers use their own system of stenography for the purpose of rapidly taking notes and have a separate tally system that better facilitates addition rather than simple display of number value. ( In fact, bonus points if said tally system is impractical for displaying number value easily. There's a reason bookkeeping is a skill. Even real-life accountants have historically had to treat numbers differently and learn different maths than other professions. ) However, even if this is the case, it doesn't necessarily mean much linguistically as it does culturally/practically, as their records would probably still be translated into a Dwarven number system that all Dwarves can read instead of the specific bookkeeper/another bookkeeper. It's just how I visualize it and how I'd do it if I had to count everything in a fort.

Also, I'm looking at your runes and thinking to myself that they need to be simplified or at least given a cursive form. Sure they can all be written in 1-3 strokes, but those strokes look kind of awkward for a hand and don't inherently leave the hand in an optimal position to go to the next letter. ( Assuming dwarves write left-to-right, that is.  ) It's not horrible, but a necromancer who was writing his fortieth biography definitely wouldn't use that, nor would any dwarf who had a lot to write, due to the extra movement increasing hand strain. In addition, the consonant runes wouldn't lend themselves very well to being engraved as of their most recent iteration. The worst offenders are the second and fourth rows, as well as special mention to the third character on the first row and the last two of the last row. ( The last of the last being more of a minor annoyance than a legitimate problem. )

Curiously, it seems like most of the number runes are actually suited to best being written by the hand that their spokes are mapped to. I'm not sure if this is relevant, but it suggests to me that a particularly skilled bookkeeper could write two at once, one quill in each hand, and potentially even take note of two numbers at once.
Thanks for the feedback.  The tunes are made with a quill or brush in mind.  They could be carved as block letters by turning the curves into 45-degree bevels.  The ending positions aren't any worse than a lot of English capitals like B, P and J.  Though I guess it does happen a bit more often in the runes I posted.

The numbers could be tallied by someone who smudged his fingertips or fingernails: just tap the "up" fingers to the surface, both hands at once, but that would take a lot more space than writing digits.  Might work as a fast way to put a count into soil or another deformable surface.

Any mark that unambiguously identified the last stroke of a digit would work for fraud prevention, whether it is a curl or a cross stroke or a serif.  I'd suggest adding those only if it's otherwise a "serif font".
Title: Re: Dwarven Linguistics Core Project
Post by: Loam on March 26, 2015, 07:12:47 pm
The numbers look pretty good. It's a bit of an intimidating system to get into, but once you get the hang of it it works pretty well. I'm still leery of having the left-hand and right-hand numerals look so similar, though.

I wrote this using what I've come up with:

Quote
A solemn poetic form concerning alcoholic beverages, originating in The Lyric of Coal. The poem is divided into two distinct septets. Use of simile is characteristic of the form. Each line has five feet with a tone pattern of uneven-even stress pattern of unstressed-stressed because that's how I read it at first and my Dwarvish doesn't have tones.

The first part is intended to make an assertion.

The second part is intended to invert the previous assertion.

Na abid on tu emen ùnadak:
nitig räduk, dastot risasiz in,
ïkor az onilun kel îk tosdat,
nekik ak olaltur datan – sirab
fabor nak; omam vúsh at izutuz
uzûd tu izot ór, nazush shosêl,
van obusmâl on séstin îk zalís.

Ot mân shaman omór, van voz bar than
kobmot; ïkar nastek than odeb voz,
öntak tu izot mân saràm soram,
van lòr räduk tu alnis abod than.
Zon îk ziksis; ser agseth, kêr nural,
van than busumid, usal ak kurång,
nabar gusemen than tor mân midor.


Spoiler: Translation (click to show/hide)

Spoiler: Analysis (click to show/hide)

I've also been adding words to the impoverished lexicon: I've got about 700 verbs now, almost doubling the vanilla number, plus many pronouns, question words, prepositions, common adverbs, etc.
Title: Re: Dwarven Linguistics Core Project
Post by: Uristsonsonson on March 26, 2015, 07:53:51 pm
Wait, there's already a full grammatical system here?! That's amazing! I was literally just getting a handle for how I was starting to force a pseudo-grammar into the RAWs the last time. How does this system work? Is it intended for putting into the game itself?
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on March 26, 2015, 08:24:38 pm
Loam had previously done some work fleshing out the language before this particular project launched.

I'm curious how Loam added pronouns to the language file... Are they tagged as nouns?

And a nice dwarfy poem you have there.
Title: Re: Dwarven Linguistics Core Project
Post by: Loam on March 26, 2015, 09:21:03 pm
Wait, there's already a full grammatical system here?! That's amazing! I was literally just getting a handle for how I was starting to force a pseudo-grammar into the RAWs the last time. How does this system work? Is it intended for putting into the game itself?

Well, it's hardly full, and a lot of it just borrows from English. And it's by no means intended to be put into the raws, since it just started out as a personal project for writing stuff in Dwarvish.
To actually put a pseudo-grammar into the language files... would be very difficult. You'd need to have many different entries for each word.

Spoiler: RAWs pseudo-grammar (click to show/hide)

I'm curious how Loam added pronouns to the language file... Are they tagged as nouns?

None of the new words are added to the language files, just to my own wordlists. Putting pronouns into the raws would be kind of silly, since you'd just get names like "The Hill of Me." But they probably would be tagged as nouns.
Title: Re: Dwarven Linguistics Core Project
Post by: Ops Fox on March 26, 2015, 10:01:33 pm
Wait, there's already a full grammatical system here?! That's amazing! I was literally just getting a handle for how I was starting to force a pseudo-grammar into the RAWs the last time. How does this system work? Is it intended for putting into the game itself?

Well, it's hardly full, and a lot of it just borrows from English. And it's by no means intended to be put into the raws, since it just started out as a personal project for writing stuff in Dwarvish.
To actually put a pseudo-grammar into the language files... would be very difficult. You'd need to have many different entries for each word.

Spoiler: RAWs pseudo-grammar (click to show/hide)

I'm curious how Loam added pronouns to the language file... Are they tagged as nouns?

None of the new words are added to the language files, just to my own wordlists. Putting pronouns into the raws would be kind of silly, since you'd just get names like "The Hill of Me." But they probably would be tagged as nouns.
what words have you created though?
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on March 27, 2015, 08:16:54 am
It's possible to keep the pronouns out of names by keeping them in a PRONOUNS symbol that is culled from all names, but the game still won't understand the difference between nouns and pronouns.

What does the game do if there are words/symbols in one language that don't appear in other languages?
Title: Re: Dwarven Linguistics Core Project
Post by: Uristsonsonson on March 27, 2015, 09:08:16 am
Wait, there's already a full grammatical system here?! That's amazing! I was literally just getting a handle for how I was starting to force a pseudo-grammar into the RAWs the last time. How does this system work? Is it intended for putting into the game itself?

Well, it's hardly full, and a lot of it just borrows from English. And it's by no means intended to be put into the raws, since it just started out as a personal project for writing stuff in Dwarvish.
To actually put a pseudo-grammar into the language files... would be very difficult. You'd need to have many different entries for each word.

Spoiler: RAWs pseudo-grammar (click to show/hide)

I'm curious how Loam added pronouns to the language file... Are they tagged as nouns?

None of the new words are added to the language files, just to my own wordlists. Putting pronouns into the raws would be kind of silly, since you'd just get names like "The Hill of Me." But they probably would be tagged as nouns.
I'm actually working on essentially that right now. The only things I'm stuck on are how to represent it in language_SYM and the exact forms each language will use. I'm thinking of having Human use either prefixes or particles, Goblin have no definite patterns to represent how alien they and their mindset would be to the world, Elven have several conjugations and declensions riddled with irregularity, and Dwarven to stack clitics at the end. Basically Human=Austronesian, Goblin=alien, Elven=Greek or Latin, and Dwarven=Sumerian. That would be relatively easy to change though.
Title: Re: Dwarven Linguistics Core Project
Post by: Ops Fox on March 28, 2015, 09:51:24 pm
Notes version of the thread.
Spoiler (click to show/hide)
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on March 28, 2015, 11:03:33 pm
Thanks for summarizing The Story Thus Far.  The conversation is pretty disjointed because people drop in and out as their real lives give them time to participate.  I for one want to take another crack at those consonants when I have a free hour or five.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on March 29, 2015, 03:00:39 am
Awesome.
Title: Re: Dwarven Linguistics Core Project
Post by: Ops Fox on March 29, 2015, 01:30:53 pm
snip
I had not actually meant to post that when I did, I was just trying to see if my formatting in a word document would be carried over to the forum post. Which is how I found out the tab key automatically post things you are working on when you hit it, so rather than indenting a line I ended up posting something that had not been checked for grammar or spelling. I fixed that for the most part and clarified what each post is talking about, so it should be good now.


Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on March 29, 2015, 04:55:59 pm
Cool. I'm glad you got it fixed. Mind snipping out my late-night embarrassment?
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on March 31, 2015, 09:44:46 am
Just a note on adding words to the language files.  If a WORD entry exists (say, a noun for "six") it will get picked up by every language whether or not the language has a T_WORD entry (how "six" is spelled in that language).  If the name generator picks a WORD for which there is no T_WORD in that language, it puts an ugly blank space in the name.

If the project is going to add WORD's to a specific language, they need to be gathered into a SYMBOL that can be culled from the civs using every other language.  So we would end up with at least a DWARF_ONLY symbol, perhaps more if we need finer control.  Then for example the FOREST entity will cull the DWARF_ONLY symbol from all of its names.
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on April 01, 2015, 01:17:34 pm
Just a note on adding words to the language files.  If a WORD entry exists (say, a noun for "six") it will get picked up by every language whether or not the language has a T_WORD entry (how "six" is spelled in that language).  If the name generator picks a WORD for which there is no T_WORD in that language, it puts an ugly blank space in the name.

If the project is going to add WORD's to a specific language, they need to be gathered into a SYMBOL that can be culled from the civs using every other language.  So we would end up with at least a DWARF_ONLY symbol, perhaps more if we need finer control.  Then for example the FOREST entity will cull the DWARF_ONLY symbol from all of its names.
I thought that symbols were hard-coded? If so, that'll make for some interesting work in explaining how word X is related to mountains. Though, given who we're talking about here, I'm sure somebody already has ideas on how to do so.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on April 01, 2015, 05:51:54 pm
it looks like they were hard-code way back in 40d (which was the last deep dive the wiki took into language structure), but I'm not sure how the current version responds to adding entries in language_SYM.  Also don't have time to test it right now.  Maybe one of the language-centric mods will have evidence one way or the other?  Or just make a test symbol, move a few existing words to it, and enable the symbol in the Dwarven language.  If it will cause errors, it should do so during worldgen.
Title: Re: Dwarven Linguistics Core Project
Post by: Loam on April 12, 2015, 09:12:11 pm
So this is unrelated, but I was thinking about the pragmatics of Dwarvish the other day. I feel (and maybe it's the general consensus) that Dwarves would appreciate directness in speech, rather than indirectness. In other words, a straight command like "Open the window", while it sounds rude or brusque in English, would to a Dwarf indicate respect: the speaker respects their audience enough to be direct with them and tell them straight out what they want, how they feel, etc. In contrast, the more indirect "Could you open the window?" would sound evasive, possibly manipulative, and would indicate that the speaker may not trust the audience well enough to speak straight.

However, there should be a way to be "rude" in Dwarvish, not just evasive. I think this can be accomplished with formality registers, an idea which has come up before: addressing someone with the wrong pronoun would indicate distaste or disparity. That Dwarvish would have various register of formality is somewhat suggested by their social structure, which is very hierarchical. A simple formal/informal would suffice, but we could come up with a more robust system if we wanted to: so, counts would speak to dukes and kings in formal, to other counts in informal, and to barons and commoners in inferior informal.

So I could say Guth mamgoz than, "Kill - dragon - you (formal)," which would be a respectful, direct way of telling someone to kill a dragon. Than cal guth mamgoz? "You (formal) - can kill - dragon" would not be "rude," but would indicate the speaker's unwillingness to engage the audience directly. Guth mamgoz ush, "kill - dragon - you (informal)" would be disrespectful if said to a superior or possibly to an equal, but acceptable if said to an inferior (in which case than would be generous, even prodigal depending on the circumstances).
Title: Re: Dwarven Linguistics Core Project
Post by: Ops Fox on April 12, 2015, 09:38:06 pm
So this is unrelated, but I was thinking about the pragmatics of Dwarvish the other day. I feel (and maybe it's the general consensus) that Dwarves would appreciate directness in speech, rather than indirectness. In other words, a straight command like "Open the window", while it sounds rude or brusque in English, would to a Dwarf indicate respect: the speaker respects their audience enough to be direct with them and tell them straight out what they want, how they feel, etc. In contrast, the more indirect "Could you open the window?" would sound evasive, possibly manipulative, and would indicate that the speaker may not trust the audience well enough to speak straight.

However, there should be a way to be "rude" in Dwarvish, not just evasive. I think this can be accomplished with formality registers, an idea which has come up before: addressing someone with the wrong pronoun would indicate distaste or disparity. That Dwarvish would have various register of formality is somewhat suggested by their social structure, which is very hierarchical. A simple formal/informal would suffice, but we could come up with a more robust system if we wanted to: so, counts would speak to dukes and kings in formal, to other counts in informal, and to barons and commoners in inferior informal.

So I could say Guth mamgoz than, "Kill - dragon - you (formal)," which would be a respectful, direct way of telling someone to kill a dragon. Than cal guth mamgoz? "You (formal) - can kill - dragon" would not be "rude," but would indicate the speaker's unwillingness to engage the audience directly. Guth mamgoz ush, "kill - dragon - you (informal)" would be disrespectful if said to a superior or possibly to an equal, but acceptable if said to an inferior (in which case than would be generous, even prodigal depending on the circumstances).

I agree that dwarfs would have hierarchical structure for determining what degree of formality is used when speaking to whom, but I dont think it would just encompass nobility. I could see their hierarchy looking something like:

King---------------------------------------------------Allied foreign dignitary
duke-----Artifact Maker
Count----Legendary Craftsman---legendary warriors
Baron---------------------------Military Officers--------disliked foreign dignitary,
Clerks----skilled Craftsman-------Warriors---------------tradesmen
----------craftsman-------------recruits/reserve forces--------------------------Skilled other.
--------------------------------------------------------------------------------other
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on April 13, 2015, 11:29:17 am
a straight command like "Open the window", while it sounds rude or brusque in English, would to a Dwarf indicate respect: the speaker respects their audience enough to be direct with them and tell them straight out what they want, how they feel, etc. In contrast, the more indirect "Could you open the window?" would sound evasive, possibly manipulative, and would indicate that the speaker may not trust the audience well enough to speak straight.
Huh. Does it? I guess I'm more dwarven than I thought.

So I could say Guth mamgoz than, "Kill - dragon - you (formal)," which would be a respectful, direct way of telling someone to kill a dragon. Than cal guth mamgoz? "You (formal) - can kill - dragon" would not be "rude," but would indicate the speaker's unwillingness to engage the audience directly. Guth mamgoz ush, "kill - dragon - you (informal)" would be disrespectful if said to a superior or possibly to an equal, but acceptable if said to an inferior (in which case than would be generous, even prodigal depending on the circumstances).
Bah. I don't think so. I think if a dwarf wants to be rude, then he/she 'll be rude, by flinging direct or implied ( with all the subtlty of an anvil ) threats, insults, and lovely comparisons to horrible, horrible things. It doesn't seem in-game that much class system exists, there's simply "nobles", "skilled individuals" and "unskilled individuals". I imagaine that they all just bark orders at each other all the time based on that hierarchy and that only the nobles give a crap about the hierarchies, and only amongst nobles. ( i.e. "I am a king, you are a mere baron. Get out of my sight and go scrub something." And substitute peasant for any non-noble, except skilled individuals that have managed to impress said noble, who'll be addressed directly and complimented upon a job well done. ) I think beyond that, it'll come down to the temperment of each dwarf, and given the nature of dwarves as seen so far, I could well see a hauler cussing out a skilled individual, even an artifact-maker, if sufficiently peeved or prone to anger. I think they'll hold their tongue when it comes to nobles, simply because of the dwarves' incredible commitment to the concepts of oaths. It's been a while since last I read it, but I'm thinking something like Heorot in Beowulf in terms of most of the populous, with Dwarven greed and excess of power driving the higher nobles to act like Thorin Oakenshield from the latest Hobbit movie: Bossy, bratty, impatient, and more prone to negative emotions and paranoia. Even then, it would come down to the temperament of a dwarf and I doubt the dwarves will put as much subtlty as having syntax rules involved in insults and will more likely just insult each other, brag, and/or fight and tantrum. Again, we have all seemed to agree that they love directness and I personally see their culture as being influenced heavily by Anglo-Saxon tradition - sensible considering they're [loosely] based on the Tolkien conception of a dwarf, which is heavily influenced by an affinity for the Anglo-Saxon and Nordic traditions combined with a bit of scrutiny of Tolkien's own time. Doubtless, they'll continue to develop away from this, and with time - assuming dwarves are subject to the same foibles as humanity - they might develop such a complex, pedantic, unpleasant, and Tywin Lannister style of supreme double-edged "compliments" which quite obviously translate to "I wish you were dead and given time I might make you dead." ( Note: I hate most of the Game of Thrones series, I don't know or care if the books are better, but I'd rather not see that be taken as the Dwarven norm just because it's "popular fantasy". Cos f*** that, there's way better ways to make a dark story than that revolting mess that is King's Landing. ) Anyway,  back from my digression, in summation: Dwarves prefer to stab people with swords and spears, not words. If there's any species in the Dwarf Fortress universe that does it, it's humans. Dwarves and elves are pretty much direct in their disdain or approval of things, and the little I've observed of goblin and kobold culture, they're much the same. If a Dwarf cannot bury their emotions enough to continue working dutifully, they act upon them and probably don't make a show of backhanded compliments and subtle implications of displeasure with a person. Also, if we take the fact that human cultures are most prone to being taken over by demons to be culturally indicative, I think this further supports my assertions. ( More likely, it's just cos they're living on the plains. ) So, to conclude with a point: I don't think it's necessary, prudent, or fun to develop complex formality systems in languages, as subtext is typically lost with time and formality systems in real world languages wax and wane, being at their best and most complete binary: superior and equal/inferior, which is sort of what Loam is suggesting but less complicated. And while we could develop that, it would be both a gigantic pain in the arse and totally unnecessary, at least as I see it. Sorry for rambling.

PS. Yes I am aware that Old English and even Middle English had a formality system and that Old English had not one, not two, but three different formality titles/levels, even so there was a lot less... arrogance? in the way I've seen it carried out in those languages. No, I haven't read that much Old English lit. and I've been assisted by translations so I might've just missed it. My main point is that dwarves are not huge, backstabbing assholes stereotypical humans for the most part, so they've much less a need for subtle manipulativeness in language and their language, at least in its inception, should reflect that until such a time until a dwarven settlementculture has devolved into that, if ever it did. My second main point is that titles suffice. My secondary point is that it'd be a pain in the ass to implement and I'm lazy enough to just borrow "jarl/earl" "carl/" and "thrall" to describe noble, skilled labor, and unskilled labor respectively with or without the connotations of slavery - preferably without as I don't think dwarves even have a notion of slavery. They seem like they're honour-bond since birth to do labor in accordance with what best suits the needs of their settlement as determined by nobles - who even when corrupt should be obeyed because it is better to die with honor. This is a fundamental disconnect between their society and the societies of Europe and the States, but that just adds to the depth of it. Of note, dwarves don't seem to take war prisoners as slaves, so they aren't even congruent with real-world societies of past times and even further wouldn't have a notion of slavery. As per what to do with "outsiders", stereotypically dwarves are wary or ambivalent to outsiders, absorbed in their own affairs to a fault, but never do they really condescend around them unless they are condescended too first. ( For example, in the Tolkien universe with the Dwarves vs Elves there. ) However, dwarves of Dwarven forts routinely ignore elven insults, implying that they are either insult backfires, not comprehended, or that the dwarves just don't care. So, I think talk about outsiders would follow these lines - not that "others" are inferior, slave quality, or to be disrespected, just that they're not trustworthy and should be watched even when trade is going good. This attitude is probably applicable to humans as well, but I haven't really observed them enough to tell. Humans and dwarves, and dwarves and elves seem to naturally be on amicable terms so I would imagine that dwarves simply adopt the mannerisms of who they're speaking to temporarily, rather than craft their own analogues. ( i.e. Dwarves can use human politeness when trading with humans, so long as the humans don't directly insult them or try for a ludicrous bargain. Dwarves can temporarily - maybe even genuinely - care about trees when trading with elves, saying things to the effect of "it is a shame, but it is inevitable and we take care to not take more than needed." This is even more probable if the dwarves are speaking in the language of who they're trading with or some sort of common tongue, which would likely cover the basic niceties. I'll attribute navigating that quagmire to the negotiator skill.)
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on April 13, 2015, 11:37:46 am
King---------------------------------------------------Allied foreign dignitary
duke-----Artifact Maker
Count----Legendary Craftsman---legendary warriors
Baron---------------------------Military Officers--------disliked foreign dignitary,
Clerks----skilled Craftsman-------Warriors---------------tradesmen
----------craftsman-------------recruits/reserve forces--------------------------Skilled other.
--------------------------------------------------------------------------------other
I disagree. I think foreign dignitaries, at least non-dwarven, would be handled separately. Also, I think that hierarchy-wise, nobles are always above everyone - except perhaps legendaries and artifact makers - then it would be skilled craftsman and warriors together, with military officers only being treated as of greater rank by members of their squad, then recruits and unskilled labor. I do think, however, that military officers would be addressed by their subordinates as if they were a noble when not in the presence of a noble and when off-duty, and that all communication on-duty would be limited to completely formality-free direct speech of only necessary communication. Formality is an extravagance, and while beneficial to us humans, I think, as I elucidated above, it'd be cumbersome to most dwarves and that it would only be affected in titles and what a person is addressed by*, not in formality levels of speech. This would come into play with it requiring more "bravery" to insult a superior and a greater frequency of flattery, but that's all I see. I don't think the flattery would require different pronouns or formality levels, just convincingly lying about one's appreciation for another's skills and person.

*Also, whether or not you can curse in their presence. :P
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on April 13, 2015, 08:43:10 pm
Captain, have ever seen The Invention of Lying?  It's full of these kinds of dwarfy conversations.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on April 16, 2015, 08:46:23 am
Here is the latest incremental update to the alphabet runes.  Hopefully it's starting to look like something useable.

The curvy bits of the consonants can be replaced with diagonal lines for engraving, but plenty of the engraving-friendly Latin capital letters have curves as well.

(http://i8.photobucket.com/albums/a28/8gon/Alphabet5.png)

Edit: It's been a while, so here are the positions, I think.  This didn't change since I last took notes, did it?
î i ì ï ú û u ù ö ó ô o ò å á â a à ä é ê e è ë í

 f  v  th (ch)
 s  z  sh  c
 t  d  k   g
(p) b  l   r
 n  m  ng (mg)
Title: Re: Dwarven Linguistics Core Project
Post by: Ops Fox on April 16, 2015, 10:49:56 am
Here is the latest incremental update to the alphabet runes.  Hopefully it's starting to look like something useable.

The curvy bits of the consonants can be replaced with diagonal lines for engraving, but plenty of the engraving-friendly Latin capital letters have curves as well.

(http://i8.photobucket.com/albums/a28/8gon/Alphabet5.png)
what characters does each rune correspond to again?
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on April 16, 2015, 11:11:20 am
what characters does each rune correspond to again?
Good question!  I edited the post above.
Title: Re: Dwarven Linguistics Core Project
Post by: Dirst on April 17, 2015, 08:36:26 am
Here are the runes arranged in the "gear" formation.  If anyone here has actual artistic talent, I'll gladly turn over the GIMP files to whoever wants to make this look presentable.

(http://i8.photobucket.com/albums/a28/8gon/Alphabet%20Gear2.png)
Title: Re: Dwarven Linguistics Core Project
Post by: CaptainMcClellan on April 20, 2015, 12:56:15 am
Here are the runes arranged in the "gear" formation.  If anyone here has actual artistic talent, I'll gladly turn over the GIMP files to whoever wants to make this look presentable.

~snip~
:D
I like how it looks already.
Title: Re: Dwarven Linguistics Core Project
Post by: Nihilich on March 06, 2023, 08:02:24 pm
Here are the runes arranged in the "gear" formation.  If anyone here has actual artistic talent, I'll gladly turn over the GIMP files to whoever wants to make this look presentable.

~snip~
:D
I like how it looks already.




Hello,

I want to see this project revived. With the arrival of the steam release, the game is more popular than ever. Additionally, we now have the official inclusion of the Simon Swerwer song Koganusan in the dwarf fortress soundtrack, which somewhat implies that that is the correct pronunciation of the dwarven language. I dunno, we can probably include his other songs too.

Necroing the thread for obvious continuity and notification reasons.

Dwarf fortress, having sold more than a million copies already, will soon have a large and dedicated fanbase of nerds, many of whom will also be language nerds that want to expand upon the written corpus. Now is the best time to bring this back.