Showing posts with label Morilar. Show all posts
Showing posts with label Morilar. Show all posts

Saturday, April 7, 2012

C is for Comprehengeon

Comprehengeon crouches on the rooftop, carefully laying the first book. As it does, it pauses a moment, gently stroking the soft leather cover with the seven fingers of its right hand. Two of those end in claws; one is little more than a lump of flesh, with nearly a hundred tiny bones jointed inside it; another, unnaturally long, arches back, joined to its wrist by a pair of thin membranes, like those of a bat's wing, and tapers to a vicious point, capable of snapping forward with the speed of a snake to blind an unwary foe, or, if it gets lucky, strike one of the arteries close to the surface. The remaining three are more dog-like than human, with odd joints, and a thin covering of white fur.

I, looking through the eyes of an owl, am almost perfectly positioned to see it work. And, to be more truthful about just why I'm here, to have a clear shot; the shadowed alcove - a story above, and across the street from, it - hides me well, the dark, irregularly stained, and somewhat patched, leather armor I usually wear blending with the shadows, and breaking up my outline, while the Cobble-born laying the stolen books in its intricate designs is wonderfully illumined by the twin moons.

Normally, I would bear no thought of harming it. Unlike most, I don't despise its kind, or necessarily find them repulsive; some, in their way, are even beautiful, at least to my eyes, though even I have to admit that the strange, androgynous form Comprehengeon has is, at best, malformed. And I surely have no grounds to harm him for his theft, not when I've taken far more valuable things. But usually, I'm not as desperate as I am now, and the bounty the Librarian's Guild has offered is too much for me to not try, even if I would ignore jobs as an assassin were it not for the fact that I've been sleeping - and poorly, at that - on the stinking paving stones in the Web for the past three days, and had nothing but a few scraps of bread and a pair of scrawny rats, viciously fought for, in the same time.

Meanwhile, below me, it slowly lays down the hundredth book in the structure it's building, using its left hand - a bizarre combination of a crab's claw and the arms of a praying mantis - to cautiously place it, taking pains to avoid displacing any of the others. To my altered vision, the mass of books is beginning to glow softly, a sign that it's most likely magical. That, or his Cobble-born body is secreting something that reacts with them, which is hardly impossible. It's one of the most extensively altered I've ever seen, and few but the gods - maybe not even its creators - have any way to know what went into its new form; some kind of secretion that glows when it touches paper may not be the sort of thing that most would intentionally put in a Cobble-born, but it certainly wouldn't be the first time that one has ended up with some side-effects.

In any case, whatever the cause, there's something about the design, especially when it's lit up like that, that's managed to pique my curiosity; I want to see what it looks like when it's finished. Especially since the glow is unmistakably magical now; I can see the distinctive currents flowing around and through it - greed from it, in the theft; lust for knowledge from the same source; hatred, coming in from the direction of the Librarian's Guildhall; even the faintest touch of need and hunger from me, along with other, more subtle, threads, that my untrained vision lacks the skill to decipher, or track to their sources. And it's well known that it sticks around for a while after completing the things, so there'll be plenty of time to kill it afterward.

Of course, now my shot is obscured; the thing's moved behind its construction - now, with the addition of the latest tome, glowing like a beacon to every mage in the district, and leaving me with no clue how Comprehengeon expects to not have a horde of people pouring down on it to see what in Sharva's name is going on -, and I can't see anything but an occasional finger, meaning I'd have needed to get poison before I came to do anything (which, given that I'm quite capable of making it, was admittedly a stupid precaution not to take), if I could hit him at all. But he'll have to come out sometime, right? Especially since he's on his last few books. His final one, in fact, if it's possible to judge by the strength of the magical field...

And, as it seems to suddenly be being put to use, it looks like it is possible to judge by that. Though the use is odd; it's hard to tell what it's doing, exactly, though it does seem to be masking the other magical effects. Or clouding my vision, maybe?

----------

Looking around confusedly, I can't, for a moment, remember what's going on. Everything's changed... Then I actually come fully awake, hearing the sleepy owl roosting next to me hoot softly in annoyance at my movement, and realize that, while the surroundings have changed, it's only because it's now the middle of the day instead of a few hours before dawn. Apparently, Comprehengeon was a better mage than I am; he put me to sleep without my even realizing what was happening. And I'm willing to bet the contract with the Librarian's Guild is terminated, considering that I wasted a perfectly good opportunity to kill him and decided to satisfy my curiosity instead, which is what led to his escape... They're not terribly tolerant of failure, especially if it's easily avoidable. Though I suppose I should be grateful for the small things, like the fact that that contract contains a non-retaliation clause if I fail unintentionally, instead of worrying about things like that; if it didn't, I'd be lucky to end up as a Cobble-born with a heavy debt to pay off.

Tuesday, April 3, 2012

B is for Blindworm

Zanevan hissed in frustration, delicately turning the statue's eyelash once again, prompting the gold orb in the socket beneath to rotate, then repeated the process on the other side; the 'eye' there was silver, but otherwise behaved much the same way... This was at least the hundredth time he'd tried it, and not once had there been so much as a sound from the iron door next to him.

This time, however, his luck was better; the ancient mechanism was rusted, and refused to budge more than a foot, despite the door having been designed to accommodate a procession of horses in double file if needed.

Of course, what he was unaware of was that the manipulations he'd just performed had dropped a tiny pair of worm eggs onto his hands, where they had then gotten onto, and temporarily bonded with, his clothing...


Blindworms:


Once used in egg form as traps, the Blindworm originally ate into a person's eyes when they slept, and left only infectious slime behind.

However - to no-one's surprise, given the amount of raw and only partially tamed magic floating around there - when they were brought to the City of Bells, they changed; the most immediately notable, and widespread, alteration was that they no longer secreted the slime, though it is rumored that, as additional batches were brought, other changes took place...

Some have said that, if the proper type is found, it will bind itself to the person whose eyes it eats, replacing them, and, in fact, providing additional senses, letting one sense life and magic. Others suggest yet stranger abilities, such as telepathy, telekinesis, pre/postcognition, or scrying may be granted...

Sunday, April 1, 2012

A is for Arvastel's Alchemical Abeyant

Lynette frowned, carefully feeding a bit more wood into the fire. This particular potion was, to say the least, difficult, and the results unpleasant if it went wrong... Still, it was, without doubt, quite worth it; if she was going to be breaking into the Bell of Shadows, she'd need something that could stop the Bellkeepers, and keep them that way.


Seeing that it had gone back to the pale blue it was supposed to be at this stage, the witch smiled a bit, carefully adding some of the fine slivers of Daeling flesh she'd prepared earlier, shortly followed by the blood of a Night-Ghast, and nodded in approval as it began to shift to a black-gold hue.

----------

Carefully holding the open vial, the half-angel grinned, silently advancing on the black-fleshed, slightly transparent, man before her; apparently, the softer boots, while not as durable as her other pair, had been a good investment, as he didn't seem to notice that she was there until she was less that a foot from him... By which point, it was far too late, as she'd already tipped the vial just enough to let a drop fall, and it struck him on the neck as he began to turn.

In the few seconds that it took him to complete the movement, he had already been affected, and the Bellkeeper slumped to the ground as soon as he was truly facing Lynette, any memory he might have had of her from the instant before he lost consciousness gone from his mind.

Arvastel's Alchemical Abeyant

Recipe, in the medieval style:

Take a good length of hair from a young Elf, and grind the half of it fine; add this to a fair quantity of slakewater, and simmer until luminous; while it heats, take the remains of the hair and place it within the shafts of a few Raviien feathers, along with a small portion of water suitable for the making of tea; this is then added to the mixture upon the glow becoming visible, and the whole brought to a boil, for such a time as it takes to take on a black hue, and begin to obscure light rather than produce it. When this occurs, several drops of angel's tears must at once be added, which will cause it to become luminous once more, and change in color to grey, swiftly proceeding to blue if the fire is hot enough. Shortly thereafter add a bit of the flesh of a Daeling, chopped fine, soon followed by a good amount of the blood from a Night-Ghast, thence occasioning a transformation from blue to black-gold, at which time it is to be removed from the heat and the substance, after a fair, but short, period carefully poured over witch-ice to fully cool, which, if done properly, greatly lessens the intensity of the glow.

Effects:

To the layperson, the Abeyant is a powerful soporific, with properties that cause amnesia. This is, however, while certainly not unjustified, somewhat incorrect. It does not cause sleep, precisely; rather it causes a temporary and complete cessation of non-autonomic brain functions, accompanied by the loss of several hours of memory.

When a person is exposed to the Abeyant in some fashion, whether through a drop being placed on the skin, inhalation of it in a vaporous form, ingestion, or any of the other myriad ways in which such is possible, they fall into an immobile, though relaxed, state from which they cannot be roused until 1d6 hours have passed; in this state Detect Alignment shows them to be True Neutral, spells or psionics designed to read minds or emotions will detect nothing unless they are capable of accessing memories not currently in use (though those that can will encounter no resistance to the attempt). They also irrevocably (short of a Wish, direct divine intervention, or a Miracle) lose their memory of 1d4 hours immediately prior to coming in contact with the Abeyant.

Reasons for effects (Morilar-specific):

Daelings are capable of manipulating, devouring, and stealing memories; thus, it is a simple matter, especially for a witch, who are quite skilled, for the most part, in such things, to use it for sympathetic magic relating to that.

Night-Ghast blood functions in a manner similar to that by which the Daeling flesh is used; a Night-Ghast is capable of taking one's mind (and, in some cases, soul) to their realm, causing the body to become a barely-living shell until returned.

Angel's tears are one of the more straightforward ingredients - they're simple, though powerful, magic enhancers, and thus responsible for much of the strength of the effects.

Raviien feather function, in general, as a sort of magical glue, holding the disparate effects together, and binding them to the liquid.

Elves endure for incredible spans of time; thus, their hair is sympathetic not only for its direct connection to the head, and thus serves to further enhance the other effects, but for time, increasing how long it works for.

Witch-ice helps to amplify the sympathies, thus not only strengthening the whole, but making it be tied more tightly to the water and each effect to the others.

Monday, February 21, 2011

New Spell: Weapon Tracking

Alm'ki of Acuhlatin's eyes flicked between the arrows flying through the air towards him, and the sword of the Daeling he fought. Shifting quickly to avoid any harm from them, he felt the foul creature raise its blade to stab him in the back and spun quickly around to avoid the blow.



3rd Level

Weapon Tracking (Fighter)

Duration: 1 hour

This spell allows the caster to track weapons, making all "to hit" roll be made at -4, with successful ones being re-rolled (once).

City of Bells

The City of Bells has many strange magics. However one of the most notable is The Bell of Lost Souls, which, when struck, releases a wave of restless spirits onto the residents of the city, or sucks them in until the next time someone sees fit to strike it.

More will be forthcoming later, but I couldn't resist. :D

Edit: The Peeling Bell: The flesh of whoever hears this bell will begin to peel from their bones. The process takes about a month to finish. It is the doorbell of a deaf, skeleton, writer, who has a small card on his door saying "Do not disturb". All invited guests are told to use a concealed pullcord, which will cause a flag to raise. He believes that those who ring it anyway deserve their fate.

Friday, February 11, 2011

Scaling Magic

Why is it that a Gnome, or a Fairy casts the same size spells as a human? If a Fairy were to cast a Fireball, then (Assuming you're playing AD&D, and use the same inches to feet conversion I do. I wish they'd just used in-game terms...) a lot of their town would be destroyed. A Fireball covers a hundred square feet, and Fairy dwellings have ceilings of three feet. Say goodbye to the city. There's no way they could use something like that most of the time. So, what would a good way to implement smaller AoE's be without making them underpowered?

Wednesday, February 9, 2011

Random Game Stuff

Random stuff I came up with. Not sure what it means yet, but it's getting stuck here for later inspiration.

Half a hundred Taraneers were hunting on the height...

Calareel and Dor'Kaviir descended from the moons, to find a broken key, for the darkling human-kin. Eyeless watching, earless hearing, and flying without wings. They found the key, below them there, but fell from the sky, before they could return with it. Bodies broken, struggling, as the sun began to rise...

Tuesday, February 8, 2011

Unter

Slight variation on Gygaxian Democracy here. You have 1-2 days from the first submission to come up with meaning for the word "Unter". They can be anything - Weapons, potions, monsters, something you do...

Then I reveal what I had in mind for it, and see what you came up with. All reasonable suggestions will be used. As such I'd appreciate it if you could provide an alternate name with your submission.

Monday, February 7, 2011

Messing About

Year 0: Mountains formed in the lower northwest.

Year 500: An avatar of Savorla, The Kingbreaker appears in the mountains. She (Miskriila the Seducer) creates a race of eldritch and beautiful creatures (Faal'Daoon) to aid her mistress's goals.

Year 1000: Miskriila creates a city for the Faal'Duun (Kaln'Saeeva). The mountains become foggy. A river forms, flowing into a lake.

Year 1500: An avalanche occurs. Much of Kaln'Saeeva is destroyed.

Year 1550: A secretive order of assassins forms within Kaln'Saeeva. Miskriila watches, but can do nothing to prevent it.

Year 2000: Forests form in the north-east. A massive (200 miles long, 50 miles deep) chasm splits the land in the center-west. Far southwest turns to swamp.

Year 2500: A natural spring forms in the central portion of the continent. A river leads off from it, going south.

Year 3000: Central river flows underground in a mountain range. Swamps continue to spread west.

Year 3500: Miskriila travels to the swamps. Mountains form in the east. Miskriila is eaten alive by a horde of midges. Swamps completely consume the west.

The first of a Dawn of Worlds session. It was played alone, but the vagaries of points have shaped what I do.

Edit:

Year 4000: Swamps continue their advance, this time moving north. A desert appears near the eastern mountains, which have become sunbaked and harsh.

Year 4500: An avatar of Ga'Huurka appears in the north-east forests. He (Tla) creates a race of tribal humans, who have a special connection to wolves. The swamps spread even further north, nearing the domain under the control of Savorla [She is, understandably, rather upset about this, and also suspects that that swarm was under the control of a new player who has chosen to remain out of sight for the moment.]

Year 4550: Tla orders a city - of sorts - built in the forests. This city is then granted expert knowledge of healing.

Year 4600: Savorla creates a subrace of the Faal'Duun, who are unnaturally fast and strong. They are known as Kiir'Dunay. An army of these is gathered. An avatar of Va'seetor, The Shadowed One, appears in the swamps near Savorla's domains. He creates a race known as Rotmen, made from the very mold and slime of the quagmire in which they dwell. He then commands them to build a city and raise an army. The swamps continue advancing until they are directly bordering the realms of Savorla. The armies of Savorla march into the swamp, and begin the assault on Rottown. They are at a disadvantage due to the clinging mud, but it does not lessen their strength [Speed is negated, but strength is not, leaving them at a total of +1], and they win a decisive victory, leaving only a few hundred Rotmen out of the ten thousand they began with, and burning Rottown to the ground.

Year 4700: Swamps spread slightly to the west and east. A flood of acid washes over the southeast peninsula, washing it down to bare stone.

Year 4750: Swamps begin to reclaim the peninsula. Forests spread in the northeast.

Year 4800: Swamps finish retaking the peninsula, invade Savlora's river, the Kaln'Saeevan mountains. Swamps are once more removed from Savlora's realm. A mountain range forms in the south.

Year 4800: More mountains form in the east.

Year 5000: A race of cave dwelling elves with a hivemind appear in the southern mountains.

Saturday, February 5, 2011

Potion Appearance

A companion table for Dyson's post on potion containers.

Table 1: Color

1. Black
2. Green
3. Yellow
4. Orange
5. Blue
6. Red
7. Two colors- roll twice and combine (I.E. red/white is pink)
8. Secondary color - roll twice (Discrete color - for example "A black potion with strands of white swirling through it like fog")

Table 2: Smell

1. Odorless
2. Turpentine
3. Ash/Smoke
4. Burnt Meat
5. Chemical
6. Sulphur
6. Spices
7. Rust
8. Strange - Open your dictionary and randomly select a word, combining with previous selections as appropriate.

Table 3: Taste

1. Metallic
2. Chemical
3. Bitter
4. Foul
5. Syrupy sweet
6. Sharp
7. Sour
8. Salty
9. Bland
10. Burnt
11. Acrid
12. Fruity
13. Spicy
14. Minty
16. Citrus-y
17. Earthy
18. Vegetal

19. Alcoholic
20. Meaty
21. Ammoniac
23. Creamy
24. Effervescent

Wednesday, February 2, 2011

Languages

Tolrian:

Dulakadir - Sleep

Nutagreen - Slaughter

Tulishadar - Hunt

Navaraseen - Kill

Lekatavoon - Eat

Talisinyor - Night

Nevesidar - Day

Cali'shalor - Queen

Tari'shalor - King

Davorindaer - War

Kadoradorageare - Death

Nesata - Life

Dunadoo - Armor

Tasiki - Sword

Boolaruun - Spear

Jaleempakeen - Dragon

Tasira - Bow

Doraquun - Sling

Lasheporud - Sewer

Deskasvoonadi - Dung-eater

Leespagina - Hunter

Hysionide Crystals

Where these are from, and even the origin of the name remains a mystery. Some believe that they were found by the Knights of the Astral Sea, others that they are a transplant from The City. Wherever they hail from, these strange formations have fascinated adventurers and tourist for years. So what are they? Hysionide Crystals are either sentient or containthe minds of some long forgotten race. However they refuse to help with anything greater than "Where did my sunglasses go", even when it directly threatens them. Some speculate that they are unwilling to interfere out of religious or personal reasons - some variety of "it's your time, not ours", while others think that they are simply bored, and may actually welcome destruction.

Tuesday, February 1, 2011

New Spell: Sussuration

Golim whispered quickly, hardly pausing to breathe. He knew that if he stopped the pressure would be ruined.

On the other side of the room, Datanis the Cheat shook his head, trying to throw off the nagging feeling that a throng of people were muttering and whispering all around him. There was a crowd, yes, but they were acting just as they had any of the other times he'd come to the Pickled Dragon.

Eventually, the thief snapped. He began to thrash his arms wildly, as though trying to hit someone he couldn't see, and screaming "Shut up! Will you just shut up!". As there was no-one near him but the patrons of the inn, and they had grown quiet when he first leapt up, he was assumed to have gone mad, and was taken away. Nobody noticed the shadowy figure that slipped out behind them, still whispering feverishly.

2nd/1st level

Sussuration (Mage/Illusionist)

Sussuration
allows the caster to magnify his voice, so that, to one person it appears that they have a mass of people whispering around them.

Wednesday, January 19, 2011

AD&D Character 1

Going with the concept of The Wyrd from Quickly, Quietly, Carefully.

Name: Laysha Dooning

Class: The Wyrd
Int: 13
Str: 10
Con: 12
Dex: 12
Wis: 15
Cha: 12

Repercussions
_____________________

Artificial lights within 10' will not stay lit, and any she passes are extinguished.

Skin nodules swell for days, then burst to release spiders (One-time, until/unless rolled again)

Livestock sickens (Within 1 mile?)

Flapping things flap on the roof at night

Go deaf in one ear

6|4|2

5|5|5

5|5|3

6|4|2

5|2|3

6|5|4

New Spell: Etheric Screen

Not quite sure how to describe this one... Sorry, but no fiction on it.

Level 2

Etheric Screen (Mage)

Range: Special

Area of Effect: Special

Duration: Special

The caster of an Etheric Screen must inscribe a permanent screen in a desired location, using (Number of corners) gems of not less than 100 GP value, as well as paying a group of skilled stonecarvers (150 GP/hour) to create a relief in the desired shape. The gems will then be set at each corner. Once that is complete, the only remaining component is a sheet of metal or glass, which is carried by the caster. Any caster can contact a permanent screen from anywhere, with the contact lasting 1 hour per caster level. However, using another permanent screen allows the contact to last until one or both parties wish to cancel it. The caster level used is that of the mage initiating contact. If two permanent screens are used there is no limit on how many times a day this spell can be cast.

Pure Fiction 1 - #1: Hiding in Shadows

Okay, here's the deal: Any post with Pure Fiction in the title and/or tags will be part of the adventures of one or more of the people introduced in a fiction section of a spell, item, monster (Note to self: Use "Moonster" for something.), etc. The reason I'm doing this is that I left Lynette the Shadowed being hunted by Zanevan Spellbane in Totem Sheath, and then the next time I mention her she's safely sitting in a circle of Silver Negation, with no mention of him, or what happened in between. Also, the "pure fiction" portion may sometimes have an effect on what I do in game. For example Zanevan using witchling to refer to Lynette, even though that's completely in character for him, or the typo I made here where I had unsing. I'm now going to introduce witches as a class, though I don't know what "unsinging" will be.

Moving on to the story...

From the spell "Totem Sheath": Lynette the Shadowed fumbled hastily through her belt pouch, searching for the idol she had created weeks before, when she first learned that Zanevan Spellbane was hunting her. Finding it, she grasped the small wooden figurine - a wyvern - tightly in her hand and called the name of the spirit she had bound to it. Just as the assassin's arrow was about to strike, a protective layer of magic flared up around her, almost like a second skin, and it bounced harmlessly off.

Created for this:
Zanevan swore as the witchling used the power of some fell spirit to keep his arrow from harming her. Bad enough when the "normal" mages used shielding spells, but to summon things to protect them... He moved down the rocky hillside, stumbling over the loose pebbles that had collected there, but by the time he reached the road, she was gone.

Lynette looked back quickly. Good. The magehunter was still at the top of a hill, and not one he could get down easily. She turned and ran.

Anyway, submissions are welcome, and I may decide to do one or more of these as a "Multi-blog collaborative writing thing" at some point.

Monday, January 17, 2011

New Spell: Silver Negation

Actually two different version of Silver Negation. Also, I find myself in the strange position of writing spells for a game I don't own - Labyrinth Lord.

The werewolf Nicolen of Vorla wailed as an arrow pierced her side. She began to snarl a rasping, growling, chant. Seeing her intent the monster hunters descended up her in a swarm, but they were too late. The arrow shot from her flesh as the wound sealed before their eyes, and the swords bounced harmlessly off.
Level 3

Silver Negation (Type 1) (Mage)

Duration: 1 hour

Area of Effect: 10' from caster, moves with the caster. Weapons entering the area from outside are affected until they leave, those within when it's cast are permanently affected.

Silver Negation causes all silver weapons that enter the area to no longer affect Werewolves, undead, etc.

Full credit for the Wall of Silence goes to Bat of Ancient Vaults and Eldritch Secrets. It was just too good an example to pass up. It can be found here.

Lynette stepped into the center of the web of glowing, silvery, runes. It was a good thing that she'd heard there was a Wall of Silence moving this way a week before it would arrive. She sat down and settled in for a long wait.

Level 3

Silver Negation (Type 2) (Mage)

Duration: Permanent

Area of Effect: 10'-50' area, does not move with the caster.

The caster carves a circular webwork of runes into the floor, using 100 GP worth of silver for every 10' affected. All spells within this area other than the caster's are negated.

Sunday, January 16, 2011

New Spell: Armor Cleaning

Damien Halkrone sighed as he contemplated the scene before him. It wasn't that he had a problem with the aftermath of a battle - he had been a mercenary for years - but his plate armor was covered in gore, and he hated the long, dull, task of scrubbing it.

He looked over at his companion, the wizard Golim. "I don't suppose you have something to get rid of all this?" he said, gesturing at his begrimed armor.

"As a matter of fact, I do." Golim replied.


Damien started as the blood, sweat, and dirt fell away from his armor at a whispered word. His underclothes were still filthy, but they could be cleaned far more easily.

Level 1

Armor Cleaning (Mage)

Range: 50' or Self

Duration: Instantaneous

Armor Cleaning is a fairly obvious spell. It will remove blood, dirt, or other non-destructive filth from the surface of armor, and clean half of anything that has soaked into leather, or hide. Cannot be used on clothing.

Gygaxian Democracy #2: Astral Vine Imp

Well, I have no clue what an Astral Vine Imp does, so I'm turning it over to you guys.

Wednesday, January 5, 2011

Well, This Is Random

First off, sorry about the short hiatus from posting. I'll be putting up the results of the "How Do I Kill It?" soon.

I was actually thinking about something for another blog (not mine, but the owner is taking reader feed back right now). Anyway the gist of it was that you'd write down some things in a language, the chop them in half. Give the players the sheet where they aren't chopped up. Then have one NPC speak in the bits-and-pieces version of the language. For my version it was "Laconic" as a play on Draconic, but it would work with anything. Anyhow, this inspired me to do a post on languages in my Morilar setting. Sadly, Trollish is not on the menu for this post, as I have to do six different languages first, so that my players will be kept guessing about what kind of thing Trolls originated from. Actually, make that seven. Tla'mxi should play a part in it too.

Tla'mxi:

Tla; Wolf
Mxal: Run
Mxi: Runner
Mxin:Runners
Aervi: Troll
Aervin:Trolls
Naedli: Hunt
Naedlis: Hunter
Naedlisan: Hunters
Tarki: Leader
Tarkin: Leaders
Hastri: Dead
Hastril: Dying
Haslirk: Undead
Kasdarlik: Fear
Nogghala (Nog-Guh-hala): Life
Trukslin: Not
Lorgghana (Lorg-Guh-Hana): You
Gihhik: I
Lahastri: Do

Sample sentence: Gihhik lahastri trukslin kasdarlik lorgghana (I do not fear you).

Elemental Common:

Rhuk: Fire Elemental
Earll: Water Elemental
Ghasstr: Earth Elemental
Jirruln: Air Elemental
Lakktiir: Fight
Lakktiira: Fighting
Lakktiiraani: War
Inaariitkkal: Peace
Holg: Death
Holgesun: Dying
Gloh: Life
Nusegloh: Living
Lkritii (Luh-crit-eee): Undead
Gorlak: Fear
Jaln: I
Hiktar: Not
Astarni: Light (As in "There was a great deal of light")
Astarnien: Light (As in "Should I light the the torch?")
Astarnia: Lighting
Astarnial: Lit, as in "He lit the candles"
Astarnialan: Lit, as in "A well lit room"
Rudkhaal: Candles
Draksheem: Lightning
Roodkleer: You
Loktiir: Do
Kraglorsh: Want (As in "Do you want to me to make something to eat?")
Guhhashkii: Need
Halktiir: Me
Luuktirn: To (As in "Do you want me to...?"
Laaktiirn: To (As in "This is to give to her")
Jaarkti: Make
Ehktu: Food (For an elemental this may be the same as "Fuel" in some cases but it is used as we would define "Food")

Sample sentence: Loktiir roodkleer kraglorsh halktiir luuktirn jaarkti ehktu? (Do you want me to make food?)

Stay tuned for the next few languages, as well as updates to these.