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Difference between revisions of "Name"

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Pets and working animals are given names when they are adopted. These names are identical to the standard names of the civilization their owner belongs to. Unlike real life, pets are never renamed if they become the property of someone else. Only pets belonging to the player's fortress are named, not the working animals of traders.   
 
Pets and working animals are given names when they are adopted. These names are identical to the standard names of the civilization their owner belongs to. Unlike real life, pets are never renamed if they become the property of someone else. Only pets belonging to the player's fortress are named, not the working animals of traders.   
  
Creatures from civilizations who cannot speak will not have names at all, unless they have been given one by other civilizations, and those who can only speak in [[Creature_token#UTTERANCES|utterances]] will likewise have untranslatable names that appear to be gibberish.
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Creatures from civilizations who cannot speak will not have names at all, unless they have been given one by other civilizations, and those who can only speak in [[Creature_token#UTTERANCES|utterances]] will, likewise, have untranslatable names that appear to be gibberish.
  
 
== Dwarven first names ==
 
== Dwarven first names ==

Latest revision as of 15:44, 14 July 2024

This article is about the current version of DF.
Note that some content may still need to be updated.


Names are what individual creatures are known by. Creatures in civilizations that can speak are given names upon birth; most other creatures must be named by such a civilization. Any creature that receives a name becomes a historical figure, which means the game will keep track of it as it loads (and offloads) the world.

Name basics[edit]

Every member of a civilization has at least two names: a first name and a last name, which are given at birth, and are quite random. Unlike most real names, neither name is inherited from the parents.

The first name typically is a single word of the civilization's language. (A creature's first name is never translated in-game, unlike all other names.) It appears that first names are limited solely to nouns. The last 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 last 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 last name.

Pets and working animals are given names when they are adopted. These names are identical to the standard names of the civilization their owner belongs to. Unlike real life, pets are never renamed if they become the property of someone else. Only pets belonging to the player's fortress are named, not the working animals of traders.

Creatures from civilizations who cannot speak will not have names at all, unless they have been given one by other civilizations, and those who can only speak in utterances will, likewise, have untranslatable names that appear to be gibberish.

Dwarven first names[edit]

Dwarven first names come from a combination of symbol sets, as defined in the raw files; entity_default.txt and language_SYM.txt.

175 Dwarf names = (ARTIFICE ∪ EARTH) \ (DOMESTIC ∪ SUBORDINATE ∪ FLOWERY ∪ NEGATOR ∪ NEGATIVE ∪ UGLY ∪ EVIL)

First names also need to have [THE_NOUN_SING] in their language_words.txt entry. This filters out an additional 10, leaving a total of 165 valid names.[1][Verify]

Dwarven First Names
Name Literal English Translation
Aban Construct
Adil Wall
Alåth Bolt
Amost Town
Asmel Merchant
Asob Board
Ast Sabre
Astesh Cudgel
Asën Gravel
Athel Ring
Atír Dye
Atîs Stake
Avuz Mine
Ber Earth
Besmar Pulley
Bim Sling
Bomrek Whip
Bëmbul Mechanism
Catten Channel
Cerol Lens
Cilob Roof
Cog Boot
Dakost Floor
Dastot Sword
Datan Iron
Deduk Manor
Degël Galley
Deler Steel
Dodók Clasp
Domas Guild
Doren Diamond
Ducim Work
Dumat Roughness
Dumed Fortification
Dîshmab Rampart
Dôbar Creation
Edzul Vestibule
Edëm Key
Endok Attic
Eral Vessel
Erib Gorge
Erush Handle
Eshtân Smith
Etur Boulder
Fath Sack
Feb Arrow
Fikod Glaze
Geshud Fortress
Goden Rope
Id Rock
Iden Paddle
Ilral Treaty
Imush Dike
Ineth City
Ingish Bodice
Inod Gate
Kadol Hatchet
Kadôl Gem
Kel Metal
Kib Net
Kikrost Stockade
Kivish Lancer
Kogan Boat
Kogsak Palisade
Kol Wheel
Kosoth Palace
Kulet Abbey
Kumil Armory
Kûbuk Lance
Led Rack
Libash Axe
Likot Ink
Limul Gold
Litast Torch
Logem Paint
Lokum Spear
Lolor Letter
Lorbam Standard
Lòr Tool
Mafol Chamber
Mebzuth Oar
Medtob Blockade
Melbil Tome
Meng Lash
Mestthos Citadel
Minkot Corridor
Mistêm Portal
Moldath Avalanche
Momuz Crypt
Monom Paper
Mosus Room
Mörul Page
Mûthkat Mansion
Nil Hammer
Nish Trade
Nomal Staff
Obok Pillar
Oddom Cloister
Olin Tongs
Olon Gear
Onget Turquoise
Onol Mountain
Rakust Tomb
Ral Silver
Reg Glove
Rigòth Craft
Rimtar Castle
Rith Bell
Rovod Arch
Rîsen Coal
Sarvesh Furnace
Sazir Bridge
Shem Plank
Shorast Wire
Sibrek Salve
Sigun Tour
Sodel Shield
Solon Flag
Stinthäd Theater
Stodir Volcano
Stukos Razor
Stâkud Machine
Såkzul Trumpet
Tekkud Pick
Thob Girder
Tholtig Barricade
Thîkut Book
Tirist Rim
Tobul Canyon
Tosid Armor
Tulon Road
Tun Door
Ubbul Vault
Udib Syrup
Udil Lantern
Unib Rag
Urdim Tower
Urist Dagger
Urvad Seal (art)
Ushat Basement
Ustuth Fence
Uvash Arena
Uzol Oil
Vabôk Orb
Vucar Urn
Vutok Figure
Zan Artifact
Zaneg Relic
Zas Crystal
Zasit Knife
Zefon Fountain
Zon Helm
Zuglar Ship
Zulban Banner
Zuntîr Anvil
Zutthan Treasury
Äs Cave
Åblel Bust
Èrith Labor
Èzum Hame
Îton Hall
Ïngiz Ceiling
Ïteb Post
Ònul Mirror
Ùshrir Quake

Epithets[edit]

When a creature scores 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 surprisingly apt. The epithet is translated in the same places the creature's second name is translated.

Animal and megabeast names[edit]

Animals who are not pets can gain a name by acquiring notable kills or becoming an enemy of a civilization. The language of the animal's name is determined by the civilization that named it, though the relationship is not always straightforward--a wild crundle that kills an elven-named forgotten beast at a dwarven site may receive an elven name, for instance. Most animals who acquire a name in world generation 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, invaders, or uninvited guests, or in adventurer mode by killing your adventurers or members of their parties.

Megabeasts acquire names in an unusual fashion - all megabeasts have at least one to four names. Unlike other creatures, megabeasts (obviously) do not have a parent civilization, and instead appear to gain their original names from the first civilization they have contact with. In most cases, they gain epithets from conflict with others - ergo, megabeasts with only one or two names have likely led uneventful lives.

Other names/false identities[edit]

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 - 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.

Trees near elven settlements may also be named, though this currently has no known effect.

Some creatures assume false identities, usually for nefarious purposes - currently, those are agents and vampires. They usually can't be confronted in fortress mode, but when they die, their actual name will be displayed in the unit list. In adventure mode, if you correctly call out a vampire, they will reveal their identity. You may also assume multiple false identities yourself, if you wish to game the rumor system. In Legends mode, all historical figures are displayed under their real names. Interrogation can also reveal any false names the target knows, either their own or those of other members of organisations they're a part of.

(*) elf, human

See Also[edit]

"Name" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: kab
Elven: sofi
Goblin: osnuk
Human: ucim