Glossary - SPOILERS GALORE!
Author's POV
I confess to being inspired by HTTYD, TESV: Skyrim, and more fanfictions than I can actually remember. However, I don't own any of them. (Seriously though, who isn't inspired by anything these days?)
SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING! SPOILERS WARNING!
And did I mention the spoilers? This section is a glossary for all of the terms and rules in my story. It will be updated with each new chapter/question. DO NOT READ UNTIL YOU'VE FINISHED THE LATEST CHAPTER!
'Someone's thoughts'
"Speaking in Norse."
"Speaking in English."
::Speaking in Dovahzul or Dragonese.::
DRAGON TERMS
Calming Weed - Dragon Nip
Eel-Brain - idiot
fire house - Blacksmith Shop
headpain - headache
metal shaper - blacksmith
off-center - insane
pooping den - outhouse
Rage Tumor - Dragonroot
similar - human twin
wound wrapping - bandages
RULES FOR DRAGONFRIEND MAGIC
* You must be able to speak and understand Dovahzul. Repeating the words without knowing their meaning will not result in magic. Dovahzul in my story is the same as in TESV: Skyrim. (Someone put a lot of work into Dovahzul and it would be a waste to ignore it.)
* You must have the magical energy reserves for the spell's minimum power. These reserves can be expanded by befriending new dragons. Once unlocked, magical energy will recover over time or by recieving a 'booster shot' from a willing dragon.
* Having magic raises the core body temperature of the Dragonfriend, making them vulnerable to dehydration and alcohol. While dehydrated, their body will not retain or regenerate magic energy in an effort to maintain a survivable body temperature.
* New spells and modifications to old spells are unlocked by forming bonds with different species of dragons. The simplest example is to compare the different breath attacks of each species.
* Most spells can also be powered up by using more than the minimum amount of magical energy to cast it. The ability to spend more energy in a single spell is dictated by the most powerful dragon who helped the caster.
* Healing spells can only be used once per day on any given individual. In other words, on a single day, one Dragonfriend could use magic to heal two other people, but two Dragonfriends can't use magic to heal the same person.
* The only healing spell demonstrated so far (Fleshmender) can be used to recover physical injuries (wounds, scar tissue, broken bones), some types of poison (mostly acidic in nature), and a few diseases (wound infections). Officially, it can't bring the dead back to life, but the definition of 'dead' tends to vary by culture and individual.
* Dragon Aspect spells enable a Dragonfriend to assume the special ability of a specific species of dragon. The duration is limited by how much magic is put into the initial casting, but can be ended early if needed. The Flame Body (Monstrous Nightmare) version wraps the caster in a protective layer of fire, making them immune to extreme high or low temperatures.
* The most powerful spells available are Alpha Spells. They become stronger based on how many dragons bare the caster's mark (see Ziik below). These spells are so powerful, that the caster's have been accused of being gods in disguise.
* Enchanted objects can create a single effect multiple times, so long as the wielder is channeling magic into the object. The object require a Dovahzul inscription to retain the spell and dragon body parts (usually shed naturally) as the primary component. The effect is limited by the dragon species providing the components.
SPELLS
Fleshmender
Incantation: Vahraan Vokren Orofaal (Heal Mend Recover)
Source Species: Ember Claw (Terrible Terror)
Effect: Can be used to recover physical injuries (wounds, scar tissue, broken bones), some types of poison (mostly acidic in nature), and a few diseases (wound infections).
Downside: A target can only receive this spell once every 24 hours. Officially, it can't bring the dead back to life, but the definition of 'dead' tends to vary by culture and individual.
Mighty Shout
Incantation: Fus Ro Dah (Force Balance Push)
Source Species: Tide Siren (Thunderdrum)
Effect: A concussive blast of air, capable of sending even the stoutest of Vikings onto their backsides. Could cause minor bruises or (if knocked off a cliff) death.
Downside: Takes a lot of mana to cast.
Elemental Fury
Incantation: Su Grah Dun (Air Battle Grace)
Source Species: Snow Sprinter (Speed Stinger)
Effect: Increases speed and muscle stamina
Downside: Difficult to maintain control of augmented speed without practice
Fire Breath (Variants)
Incantation: Yol Toor Shul (Fire Inferno Sun)
Source Species: Various
Effect: Depends on the contributing specie(s), this incantation creates fire in a wide variety of patterns. From the Terrible Terror's long range projectile, Monstrous Nightmare's flammable gel, and Deadly Nadder's Magnesium fire.
Downside: Varies as much as the breaths do, caster must remember the dragon with the desired flame pattern
Dragon Aspect (Variants)
Incantation: Yolos Kopraan Vensekos (Flame Body Aspect)
Source Species: Flame Body (Monstrous Nightmare)
Effect: The caster and their possessions are covered in flames, protecting them from extreme hot and cold temperatures. Anything attempting to reach the caster is burned by the flames.
Downside: Obviously magic to observers, items cannot enter or leave the caster's possession without enduring the flames while the spell is active.
Dragon Aspect (Variants)
Incantation: Vild Iliis Vensekos (Rock Hide Aspect)
Source Species: Rock Hide (Gronkle)
Effect: The caster's skin becomes as hard and colored as granite, immune to generic iron weapons (pickaxes excluded).
Downside: Obviously magic to observers, still vulnerable to grappling and suffocation
Dragon Aspect (Variants)
Incantation: Fil Nirvotiik Vensekos (Star Stalker Aspect)
Source Species: Star Stalker (Night Fury)
Effect: A silvery aura envelops the caster, forming the wings and tail of a Night Fury, enabling them to fly without a dragon.
Downside: Obviously magic to observers, requires practice and physical training to fly well or long distances
Dragon Eyes (Variants)
Incantation: Laas Yah Nir (Life Seek Hunt)
Source Species: Clearscale (Changewing)
Effect: Caster's eyes appear to become blood-red dragon eyes. Moves vision into the infrared spectrum
Downside: Obviously magic to observers, unable to read or see colors since everything is either transparent blue (not alive) or bright red (alive)
Dragon Eyes (Variants)
Incantation:
Source Species: Spinetail (Deadly Nadder)
Effect: Caster's eyes appear to become golden dragon eyes. Visual acuity for tracking movement is enhanced.
Downside: Obviously magic to observers, long-range vision is weakened
Dragon Eyes (Variants)
Incantation:
Source Species: Ember Claw (Terrible Terror)
Effect: Caster's eyes appear to become green dragon eyes. Long-range visual acuity is enhanced.
Downside: Obviously magic to observers, short-range vision is weakened
Survivor's Weapon
Incantation: Aus Neilaas Lahniv (Suffer Survive Thrive)
Source Species: White Shrieker (Screaming Death)
Effect: This spell uses the pain and suffering endured by the caster throughout their lifetime to conjure a powerful weapon. Dragons typically manifest this power as a disorienting roar. Dragonfriends manifest a unique weapon based on their own psychological profile.
Downside: Wielding a lifetime of pain as a weapon affects the user (and any nearby allies) too, Dragonfriend weapons may also be obviously magic to observers.
Whirlwind Sprint
Incantation: Wuld Nah Kest (Whirlwind Fury Tempest)
Source Species: Snow Sprinter (Speed Stinger)
Effect: Caster is propelled 100 meters in the targeted direction at 10 miles per hour. Momentum will continue until caster tackles something or tumbles to a stop.
Downside: After initial 100 meters, momentum will continue until caster tackles something or tumbles to a stop (Remember Newton's laws!)
ORIGINAL DRAGONS
Frost Wyrm - Chinese humans still worship them for their wisdom, calling them the 'Guardians of the Frozen Peaks'. Adult Frost Wyrms are over 100 feet long, but unlike most dragons, they take 200 years to reach full maturity. Most other dragon species only need 3 years.
Visual Description: An all white Chinese dragon with blue eyes. Swims through the sky like an eel using their magic energy to stay aloft instead of wings.
Favorite food: goat and lamb, but capable of surviving on fish.
Breath attack: ice spray {Bewilderbeast-style, scaled to the dragon's size}.
Abilities: Naturally wise and intelligent, ice breath can be used to create ice formations or attack directly.
Stone Seer - They were hunted to near extinction by Vikings, believing their color changing hides are 'Stones of Good Fortune'. This story was started due to the dragon's ability to see the future under the light of the full moon. If the dragon willingly gives a crystal, it will warn the owner of imminent danger, creating the appearance of good luck to the recipient. Unfortunately, if a crystal is taken without the dragon's consent, it only brings BAD luck. As in the 'oops, I lost an arm' kind of bad.
Visual Description: Imagine an Ankylosaurus, replace every spine/plate on their back with a color-changing crystal and add a dark green underbelly.
Favorite food: geodes, but capable of surviving on fish.
Breath attack: Projectile fireball.
Abilities: Remote Visions and able to see glimpses of the 'will definitely happen' future by the light of the full moon.
SPECIES NAMES
Dragon Name - Dovahzul - Human Name
Clearscale - Baar Vrii - Changewing
Earth Devourer - Gol Duaan - Whispering Death
Ember Claw - Enkii Jusk - Terrible Terror
Flame Body - Yolos Kopraan - Monstrous Nightmare
Joined Serpents - Aav Vith - Hideous Zippleback
Rock Hide - Vild Iliis - Gronkle
Spinetail - Qethserigir Wahrok - Deadly Nadder
Star Stalker - Fil Nirvotiik - Night Fury
Thick Skull - Grud Klus - Red Death
Tide Siren - Kran Got - Thunderdrum
White Shrieker - Sot Marzaaniik - Screaming Death
UNCOMMON PHRASES
Alpha - The highest ranking dragon of an area/nest. After defeating the Red Death, Toothless earned the title of Alpha, but he rarely uses his authority because he doesn't really want the responsibility.
Boulder Stance - A fighting stance inspired by Boulder Class dragons. This stance is defensive by design, focusing on deflecting damage with rotating motion. Strong against single opponents, weak against multiple opponents (Because the second person can attack with the first person is parried).
Cutthroat Tribe - A tribe of Vikings that hosts the Cutthroat Carnival. Other tribes see them as clowns and bootlickers, catering to the whims of others. They're led by Chieftain Derek the Dazzler, who is also the Carnival's ringmaster.
Cutthroat Carnival - A big festival thrown by the Cutthroats for one week under the full moon. The Carnival is the Cutthroats' biggest source of income. Traditionally, the ringmaster is also the village chief, but this is not a requirement.
Dad/Mom - Affectionate terms for parents. Not necessarily applicable to biological father or mother.
Dovahzul - A Dragonese dialect that is suitable for the human mouth and enables the speaker to cast spells. All dragons can understand Dovahzul without prior contact with humans, but there will always be an accent from their first human language.
Dragonfriend - A human that has learned how to speak with dragons by learning Dragonese. The human must leave human society behind and live with at least one dragon for three years before he/she can start speaking Dovahzul. In Dragonese, the title is pronounced Dovahfahdon.
Dragonese - The language of dragons, spoken by dragons.
dragons - Referencing more than one dragon
Dragons - Also refered to as 'Academy Dragons', known to the best trained riding dragons on Berk. If there is a mission off-island, these dragons are sent with their Partners. The current members include Toothless, Stromfly, Meatlug, Hookfang, Fanghook, Barf, and Belch.
Father/Mother - Legal terms for biological parents. Most commonly used by children who have been disowned or are otherwise opposed to their biological parents.
Friendship Cove - The place where Toothless and Hiccup became the inseperable friends they are today. Stoick officially named it on the first anniversary of peace with the dragons. The Riders often use it for exercises, demonstrations, and lessons.
Gotro Marzu - Dragonese for "Siren's Scream." A recurve bow reinforced with Tide Siren horns. Enchanted with ability to silently launch concussive arrows, sending targets flying without piercing their skin/armor/whatever.
Hokzii - Dragonese for 'Demon'. Fierce-eye calls Chief Stoick this while escaping, who later tries to repeat the phrase as 'hok-see'
Human Name - Referencing a dragon's nickname bestowed by humans. (Seriously, not even dragons would name their kids Skullcrusher or Grump.)
Iisk, faal Ag Bah - Dragonese for "Fang, the Burning Wrath." Fierce-Eye's katana with fire abilities. Crafted from the tooth of a Monstrous Nightmare. Most Vikings call it Fang in a casual setting, saving the proper name for more formal occasions.
Jusk, Geyol do Fahdonmaar - Dragonese for "Claw, the Spark of Friendship." Fierce-Eye's weapon of choice, a reverse-blade Wakizashi (look it up) with lightning abilities. Crafted from a claw of a Skrill. Most Vikings just call it Claw in a casual setting, saving the proper name for more formal occasions.
Koor Visk - Dragonese for Summer Party. A grand festival and competion held on Dragon Island every five years on the longest day of the year. Each species demonstrates their skills, crowning a champion for each. Attendance is not mandatory, but no dragon wants to miss it. Only death should keep a reigning champion from defending their title.
Mana - Another word for magic energy.
Omega - The lowest ranking dragon of a group. Stiildus was the Omega of the Ember Claws until he chose to stay with Fierce-Eye. The new Ember Claw Omega is currently unidentified.
Partner Dragon - A phrase used to reference a dragon in a one-on-one friendship with a human. The dragon will refer to their bonded human by name or as 'my Partner'.
Rahgol Graadstaad - Dragonese for 'Rage Graveyard'. Dragons use this name in reference to the numerous Rage Tumors and dead dragons. Humans refer to it as the 'Isle of the Boneknapper' because there are plenty of dragon bones for these grave robbing dragons to make their armor from.
riders - Anyone over the age of 14 is legally authorized to start riding a dragon (with parent's permission). This age restriction only applies to humans.
Riders - Also refered to as 'Academy Riders', they are the best dragon handlers/riders on Berk. When there is trouble nearby, Stoick will send the Riders to gather information or help out, depending on the situation. The current members are Hiccup, Astrid, Fishlegs, Snotlout, Gustav, Ruffnut, and Tuffnut.
Sosaal Padir - Dragonese for "Bleeding Needles." Throwing knives crafted from the spines of a Deadly Nadder. The spines themselves are an anti-coagulant (blood thinner) so wounds from these weapons won't close on their own. Best of all, no enchantment is necessary.
Skullgaze Islands - A pair of islands located roughly halfway between the Mainland and the Barbaric Archipellego. Greater Skull Island is home to the Cutthroat Village and their Carnival. Little Skull is a hunting and woodland preserve. The two islands are close enough to see one from the other.
The Shattered Chain - A bounty hunting clan founded by escaped gladiators. Their base of operations is unknown to all non-members. Only one member has ever been seen, supposedly because most members are still wanted themselves.
Trader - A young man responsible for collecting bounties and supplies for The Shattered Chain. He is described as a teenager wearing a red dragonscale cloak and brown leather armor. In battle, he wields dual swords and a recurve bow. Fluent in English and Norse.
Toothy - A nickname for Toothless. Mostly used by Stormfly, trying to get Toothless to invoke his Alpha authority and order her to stop.
Variant Species - A sub-species; an uncommon dragon that is born to a more common species. Known examples include Toothless and the Screaming Death.
Wild Name - The real name of a dragon born during the Berk-Nest War. Since humans don't understand Dragonese, most dragons assume a nickname that a human gives them. Dragons raised among humans simply use the translation of their Human Name as their Wild Name, if at all. Since their partners don't know a dragon's Wild Name, it is very personal to share it with other dragons.
Ziik - Dragonese for Mark. It functions like a magic antenna, letting the Alpha of a Nest issue instructions, make irrefutable orders, or various magic spells over greater distances. It is traditionally reserved for high-ranking members, but there is no limit to how many dragons can bear the mark of an Alpha. The Ziik can only be applied with the consent of the recipient dragon. Removing a Ziik typically requires either the death of the connected Alpha or the adoption by a different Alpha.
