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Editing v0.34:Name

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{{av}}
 
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{{quality|Fine|17:28, 2 July 2013 (UTC)}}
 
{{quality|Fine|17:28, 2 July 2013 (UTC)}}
'''Names''' are what individual creatures are known by. Creatures in [[civilization]]s that can speak are given names upon birth; most other creatures must be given names by such a civilization.
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'''Names''' are what individual creatures are known as. Creatures with [[civilizations]] who can speak are given names upon birth; most other creatures must be given names by a civilization.
  
 
== Name Basics ==
 
== Name Basics ==
  
Every member of a civilization has at least two names: a first name and a last name. Creatures are given these names at birth and they are quite random. Unlike most real names, neither name is inherited from the parents.
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Every member of a civilization has at least two names: a first name and a last name. Creatures are given these names at birth and they are quite random. Unlike most real names, neither name is currently inherited from the parents.
  
 
The first name typically is a single word of the civilization's language. It appears first names are limited solely to nouns. A creature's first name is never translated in-game, unlike all other names. The second name is a compound of two words in the creature's language. It appears that the words can be any two, though Noun-Noun, Adjective-Noun, and Verb-Noun appear to be the most common pairings. The second name is translated to English in several places, such as looking at the creature's profile screen. Words relating to the creature's civilization's selected symbols are more likely to appear in the creature's second name.
 
The first name typically is a single word of the civilization's language. It appears first names are limited solely to nouns. A creature's first name is never translated in-game, unlike all other names. The second name is a compound of two words in the creature's language. It appears that the words can be any two, though Noun-Noun, Adjective-Noun, and Verb-Noun appear to be the most common pairings. The second name is translated to English in several places, such as looking at the creature's profile screen. Words relating to the creature's civilization's selected symbols are more likely to appear in the creature's second name.
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== Epithets ==
 
== Epithets ==
  
When a creature collects five notable kills (typically creatures belonging to a civilization, but also any creature that has scored a notable kill itself), it is given an epithet by its civilization. The epithet is most often two names, but can also occasionally be one, though each of these names can be a compound word. The words appear to be selected somewhat randomly, leading to epithets that translate as gibberish such as "the Hardy Ring-Cobra of Dashing". On occasion, the epithet can be [[Main:Cacame Awemedinade|surprisingly apt]]. The epithet is translated in the same places the creature's second name is translated.
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When a creature collects five notable kills (typically creatures belonging to a civilization, but also any creature that has scored a notable kill itself), it is given an epithet by its civilization. The epithet is most often two names, but can also occasionally be one, though each of these names can be a compound word. The words appear to be selected somewhat randomly, leading to epithets that translate as gibberish such as "the Hardy Ring-Cobra of Dashing". On occasion, the epithet can be [[Cacame Awemedinade|surprisingly apt]]. The epithet is translated in the same places the creature's second name is translated.
  
 
== Animal and [[Megabeast]] Names ==
 
== Animal and [[Megabeast]] Names ==
  
Animals who are not pets can gain a name by acquiring notable kills or through becoming an enemy of a civilization in [[World generation]]. The animal is given a name in the language of the creature it killed. Most animals who acquire a name in World Gen do not ever acquire additional ones, though it is possible. Animals can acquire multiple names more frequently either in [[fortress mode]] by killing your dwarves or invaders, or in [[adventurer mode]] by killing your adventurer or members of his party.
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Animals who are not pets can gain a name by acquiring notable kills or through becoming an enemy of a civilization in [[World generation]]. The animal is given a name in the language of the creature it killed. Most animals who acquire a name in World Gen do not ever acquire additional ones, though it is possible. Animals can acquire multiple names more frequently either in [[Fortress Mode]] by killing your dwarves or invaders, or in [[Adventurer mode]] by killing your adventurer or members of his party.
  
[[Megabeast]]s acquire names in an unusual fashion. Unlike other creatures, they do not have a parent civilization. However, all Megabeasts have at least one name and typically have more, up to four. Megabeasts appear to gain their original names from the first civilization they have contact with, and in most cases gain epithets from conflict with others. Megabeasts with only one or two names have likely led uneventful lives.
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Megabeasts acquire names in an unusual fashion. Unlike other creatures, they do not have a parent civilization. However, all Megabeasts have at least one name and typically have more, up to four. Megabeasts appear to gain their original names from the first civilization they have contact with, and in most cases gain epithets from conflict with others. Megabeasts with only one or two names have likely led uneventful lives.
  
 
== Other names ==
 
== Other names ==
  
On occasion, your dwarves will decide to give names to the creatures inhabiting the area around a fortress. It appears that only creatures who can talk will get names. Additionally, the creature must remain on the map for an extended period of time, usually limiting the namings to creatures that inhabit [[chasm|chasms]], bottomless pits, [[40d:underground river|underground rivers]], and [[40d:underground pool|underground pools]]. However, any creature that can speak, such as a [[snailman]] who has become stuck in a ditch, can be given a name. Other than that, the impetus for naming creatures is murky. Some creatures are named after only a few seasons, while others may go unnamed for decades. It may be that a creature must be in the preferences of a dwarf to receive a name, or the naming may occur randomly.  
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On occasion, your dwarves will decide to give names to the creatures inhabiting the area around a fortress. It appears that only creatures who can talk will get names. Additionally, the creature must remain on the map for an extended period of time, usually limiting the namings to creatures that inhabit [[chasm|chasms]], bottomless pits, [[underground river|underground rivers]], and [[lake|underground pools]]. However, any creature that can speak, such as a [[Snailman]] who has become stuck in a ditch, can be given a name. Other than that, the impetus for naming creatures is murky. Some creatures are named after only a few seasons, while others may go unnamed for decades. It may be that a creature must be in the preferences of a dwarf to receive a name, or the naming may occur randomly.  
  
 
[[Tree]]s near [[elf|elven]] settlements may also be named, though this currently has no known effect.
 
[[Tree]]s near [[elf|elven]] settlements may also be named, though this currently has no known effect.

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