Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Monday, 31 January 2022

Linguistic Archaeology: That first Dog

Dog in almost every language
1. Dog
2. Hond
3. Qen
4. Wisha
5. Kalb
6. Shun
7. It
8. Txakurra
9. Sabaka
10. Kukura
11. Pas
12. Kuche
13. Gos
14. Iro
15. Galu
16. Gǒu
17. Cane
18. Pes
19. Hundo (esperanto)
20. Koer
21. Aso
22. Koira
23. Chienne
24. Chien
25. Can
26. Dzaghli
27. Skýlos
28. Kūtarō
29. Chen
30. Kare
31. ʻīlio
32. *B (hebrew)
33. Kutta
34. Aub
35. Kutya
36. Hundur
37. Nkịta
38. Anjing
39. Madra
40. Cagna
41. Inu
42. Asu
43. Nāyi
44. Ït
45. Chhke
46. Imbwa
47. Gae
48. Seh
49. Ma
50. Canis (latin)
51. Suns
52. Šuo
53. Kuče
54. Amboa
55. Nāya
56. Kelb
57. Kuri
58. Kutrā
59. Nokhoi
60. Hkway
61. *P* (pashto)
62. S* (persian)
63. Pies
64. Cadela
65. Cachorro
66. Kutā
67. Câine
68. Sobaka
69. Maile
70. Cù
71. Ntja
72. KC* (sindhi)
73. Ballā
74. Eey
75. Perra
76. Perro
77. Mbwa
78. Sag
79. Nāy
80. ET (tatar)
81. Kukka
82. S̄unạk̄h
83. Köpek
84. AYT (uyghur)
85. Chú chó
86. Ci
87. Inja
88. Hunt
89. Aja



Popularity of Use
A       %      E      %       I       %      O       %        U         %
47  53%     23  26%    21  23%   18    20%       23  26%

B       %      C      %       D       %      F       %        G         %
10  11%     15  17%     6      6%     0      0%        9     10%

H       %      J      %       K       %      L       %        M         %
16  18%     4    4%       26  29%    9     10%       6       6%

N       %      P      %       Q       %      R       %        S         %
24  27%     7     7%      1     1%       14  15%      16  18%

T       %      V      %       W       %      X       %        Y         %
11  12%     0    0%       4        4%     1      1%        8      9%

Z       %
1    1%



Popularity of use
53% A:
30% K, A:
27% N, K, A: Kukka,
26% E, U, N, K, A:
23% I, E, U, N, K, A: Inu,
20% O, I, E, U, N, K, A:
18% S, H, O, I, E, U, N, K, A: Seh, Suns, Šuo, Nokhoi, S* (persian), S̄unạk̄h Shun, Aso, Asu,
17% C, S, H, O, I, E, U, N, K, A: Chú chó, Ci, Câine, Cù, KC* (sindhi), Kuče, Chhke, Canis (latin), Chienne, Chien, Can, Chen, Kuche, Cane,
15% R, C, S, H, O, I, E, U, N, K, A: Kuri, Kukura, Cachorro, Koira, Kare, Iro, Koer,
12% T, R, C, S, H, O, I, E, U, N, K, A: ET (tatar), Hunt, Kutrā, Kutā, Kutta, Nkịta, Ït, Kūtarō, It,
11% B, T, R, C, S, H, O, I, E, U, N, K, A: Aub, Sobaka, *B (hebrew), Sabaka,
10% L, G, B, T, R, C, S, H, O, I, E, U, N, K, A: Ballā, Sag, Cagna, Kelb, ʻīlio, Kalb, Gos, Galu, Gǒu, Gae,
9% Y, L, G, B, T, R, C, S, H, O, I, E, U, N, K, A: AYT (uyghur), Eey, Nāy, Kutya, Nāyi, Nāya, Skýlos,
7% P, Y, L, G, B, T, R, C, S, H, O, I, E, U, N, K, A: Perra, Perro, Köpek, *P* (pashto), Pies, Pas, Pes,
6% M, D, P, Y, L, G, B, T, R, C, S, H, O, I, E, U, N, K, A: Amboa, Maile, Ma, Madra, Hundur, Cadela, Hundo (esperanto), Dog, Hond,
4% W, J, M, D, P, Y, L, G, B, T, R, C, S, H, O, I, E, U, N, K, A: Inja, Aja, Ntja, Hkway, Imbwa, Wisha, Anjing, Mbwa,
1% Z, X, Q, W, J, M, D, P, Y, L, G, B, T, R, C, S, H, O, I, E, U, N, K, A: Dzaghli, Qen, Txakurra,
0% V, F


Conclusion: originating in the A-K Linguistic Subgroup,

A-K subgroup        Sex        %                Dev. Chain                      bandgap
Inuit                         M          83%             (A; K; N, Q, L, S, O)
Inuit                         F           75%            (A; K; L; I; T, O, S)                   ●
Crow                                    74%            (A; K; R; O; G)
To fuck                                72%            (A; K; E; I, T)
Ainu Dictionary                  54%            (A; K; N; I; U; M, O)
Dog                                       53%           (A; K; N; U, E; I; O)


The earliest named Dog is Kukka (teluga) at 27%.
At 26% is a development bandgap.
The second named Dog is Inu (japanese) at 23%.
A second development gap occurs at 20% before dogs become popular at 18% peaking in popularity at 17% before declining down to 1%.

 

Friday, 28 January 2022

Basic Expert: Using Bruce A. Heard's Castle building rules to build a city

 USING BRUCE A. HEARD'S CASTLE BUILDING RULES TO BUILD A CITY


DETERMINE WHO LIVES HERE
"My home this is!"

Calculate who lives in the City/Castle: Generate a Quick list of NPCS and give them Social Ranks.
IMPORTANT PEOPLE: Lord, Lady, Children, Guests, Adult Children, Senior Officials

SERVANTS: These are the Household Staff and the Menial labourers
Personal Servants* = #people of Importance x SRM
Smithy & Stables* = soldiers/20
Kitchen Staff* = (Important People + Soldiers + Personal Servants + Smithy&Stables Workers)/20
*Round upwards

SOCIAL RANK MAGNIFIER(SRM)

  • KING/DUKE x 3
  • MARQUIS/COUNT x 2
  • BARON/LORD x 1
  • KNIGHT x1/2

We can use this to increase the size of a room using the SOCIAL RANK MAGNIFIER (ex - Count Gregor might have a bedchamber of 800-1000 square feet instead of 400-500 square feet).


LIVING QUARTERS
"Trying to Sleep Here!"

LORD & LADY: Located in the Uppermost levels, these are the quarters of the Top People in charge. This chamber is 400 - 500 square feet and 9-10 feet high.

GUESTS: These rooms are for adult children of the Ruler and Senior Officials. They are near the Upper most floors (but not likely on the Same floor as the Lord & Lady's Bedchamber). 'Such Guest Rooms' should be 200-300 square feet.

CHILDREN: For reasons of security these are on the top floor. Such a Nursery should be 30 square feet. There is likley a Servants quarters and Guard post on this level.

SERVANTS & TROOPS: Crowded into Three Tier Bunkbeds, They have about 20 square feet per person. Most likely this is a Servery (a Quarters for Servants) or a Barracks (Troops Quarters).


GATHERING ROOMS
"Bring on the Dancing Girls!"

THE GREAT HALL: This is a huge chamber with Chimney or fire pit, maybe a balcony for musicians, ect. Its dimensions are about 14 - 20 feet to ceiling. Area is 500 square feet + 50 square feet per person.

COMMON HALL: This is where Troops and Servants Eat their meals or Guard Rooms. These should be 50 square feet + 20 square feet per person.

CHAPEL: A private Chapel might be as small as a Guest Room or you might be dealing with something the size of a Church. It should be about half the size of a Great Hall, with maybe a balcony if the ceiling is high enough - where the Nobles sit and watch the show. There is probably an altar. A Cleric might have an apartment connected to this chamber.


UTILITY ROOMS
"Is that elf in the stew pot? It tastes like elf."

KITCHEN: There will be Work Tables, Sinks, a Hearth for cookery. 150 square feet + 1 square foot per person served. most likley it is used to cook for Nobles, and servants and Soldiers alike if their places of residence are scattered. Else there might be a second kitchen attatched to a Baracks or Servery. Some Kitchens also have a Seperate larder for the hanging of Game (other than the Cellars).

BLACKSMITH'S WORKSHOP: This is the room with the Forge, Anvils, hammers. They look after equipment, make repairs to tools and weapons, Horses, ect. This is 150 square feet + 5 square feet per soldier.


STORAGE AREAS
"Wow! Thats a lot of Swords..."

ARMORY: This is filled with Weapons and Armor. It is likley 1/3 the size of the Blacksmith's Workshop.

BUTTERY: This is where the Servants prepare Beer and Wine in jugs before taking them to the Great Hall. it is about 1/3 the size of the Kitchen. It may have a Cistern (or a Tap).

PANTRY: It is where Linen and Tableware is stored along with bread. This is about half the size of the great hall's kitchen.

CELLAR: This is where Stockpiles of supplies against famine and Sieges are stored. Barrels filled with Preserved meats, Ales, Wines, Salts, Spices, cheese, honey, dried fruits. All stored in a cool cellar for preservation. The Ceiling is about 15 feet high, and is 40 cubic feet per person for 6 months. Stacked to the Ceiling.

GRAINARY: This is a Drystore filled with Barrels of Grain (or Sacks). it is about half the Size of the Cellar at 20 cubic feet per person per 6 months.

STABLE: This is 100 square feet per horse (larger for Monstrous Mounts +25 square feet per HD).

STOREHOUSE: Household Tools might be stored here. No Specific Size but assume 25 square feet x SOCIAL RANK MAGNIFIER.

OTHER DETAILS
"Has anyone found the toilets yet?"

CISTERNS & WELLS: A thirty cubic foot Cistern can hold 250 gallons of water. This might mean a Cistern of 30 cubic feet of water per person per six months. This could be Storage Tunnels with 10 foot diameter barrels. A Well might simply be a vertical Shaft for the storage of Water with a lid. The Water supply is a matter of security. An Underground Cistern Vault supplied with water from a hundred mile long Aquaduct.

GARTEROBES: These are toilets for those who dont want to squat over a bowl in their bedroom.

STAIRS & HALLS: These are designed to keep people from wandering though the private residences of others. Privacy is an issue. There might be private staircases and Halls to provide secrecy of movement and interaction.

FIREPLACES AND HEATING: There are likely a few permanent Fireplaces with Braziers (Bowls on Tripods where coals burn) to heat smaller Rooms, perhaps Cupboards lined with copper sheet to draw heat from a Chimney Pipe and heat the air through convection causing hot air to rise up to different floors.

Using the Social Rank Magnifier: Mutliply The size of Rooms used by a Ruler by the Rank Modifier.


USING THIS TO BUILD A CITY
"You can't bring your horses in here!"

STORES: A City of 10,000 people might have a 1/2 mile of 10 feet wide 15 feet high Storage Cellars and 1/4 mile of Grainaries, a Subterranean Cistern of 100 feet x 100 feet x 30 feet ceiling and Well shafts for drawing out water and brine salt.
Ideally feces and urine will be retrieved for industrial fertilizer production eliminating the lack of hygene and sources of cholera from the city.

CHURCH: A Grand Cathedral build for the King with a capacity of a thousand people might be calculated as 750 square feet + 75 square feet per person (75,750 square feet or 100 feet x 760 feet long). Stores, kitchens and housing for monks, scriptoriums, and libraries...



OTHERS FACILITIES: if the city is a site of significant habitation history it may be sitting on the ruins of even older structures. Work out the history of the site. Put in a barrow of some ancient king. Build a village on it. Add a fortress with Old tunnels.
Lay down the ancient city on top of it. And then build the new city on that.



Mystaran Campaign: The Akuma

Akuma is Japanese for Demon, and it provides us with an appropriate 'Race' Name.


Akuma: The Fiends that invade our world are a little different. They are not the fiends we know from Monster manuals. They are the mortal Race from which the more powerful entities have emerged.


As an alternative to the Common Races available as NPC and PC, Akuma being a far more diverse option, we simply develop a class as though it were human and follow the following rules to describe our unique fiends.

 

BASE ABILITIES
First off lets replace Gate Travel by Transposition - The ability to Exchange places with another. This gives our Mortal Demons the ability to swap places with Red Riding Hood while she is obscured from the view of the Woodsman escorting her through the Forest. The Method of exchange does not allow for the movement of clothing and equipment so When Demonwolf swaps Places with Red Riding hood, she winds up in the woods buck naked, and Demonwolf finds himself wearing a nice red cloak and clothing. When Nerone the Serpent needs to flee the Adventurers who have him surrounded- He swaps places with a flock of Crows in a distant tree so his robes collapse as he apparently becomes a flock of startled crows.

Transposition - Swap places with any living thing (or group of smaller living things). The exchange of location does not include the clothing, weapons, or equipment of the individuals involved. Range of Transposition (1 mile per level - Line of Sight - yes our Akuma have incredible sight).

Next lets look at Magic Resistance and Normal Weapon Immunity. I really want to keep these though the assumption that they are resistant to all magic and can only be harmed by Magic Weapons seems overly powerful for something that should be a rival to Humans in our Mystara Setting. Normal Weapons should mean that at fourth level it takes a Silver Weapon to harm our Akuma. It means we can call our old werewolves by the name Akuma. This gives a more traditional feel to our horrors and broadens the nature of our Akuma.

Akuma Immune to Normal Weapons at Level 4+

Finally lets look at our problem area - Magic Resistance. Basically we are dealing with beings from other planes. Unless magic is at superposition to all realities, Magic must differ with the differences that those realities impose. If there is a problem, it is that the Akuma becomes 100% immune to Magic at around 10th level. We could decide that this immunity is progesssion. Basically 100% means immunity to 1st level magic, 200% means immunity to 1st-2nd level magic, but this seems to weaken it. So lets keep it for now.

Magic Resistance 50% + 5%/level

Choose Akuma Class: Roll up a class as though it were human (any class is available).

Appearance: Simply select a human (or animal), and a monster and combine the results. This has a minor effect on our character - they gain any unusual abilities associated with a physical attribute -a tail might allow a whip attack, claws allow a claw attack, wings might allow flight.

Clans of the Akuma
Amongst the many diverse Akuma subtypes that have crossed the planar boundary and invaded Mystara are four:
  • Ryu Ojo
  • Shiroi Karasu
  • Gekko Ryoshi
  • Warui Okami

The Ryu Ojo or Dragon Princess have the upper body and head of a female human and the lower form of a Snake.

The Shiroi Karasu or White Crow have the head and legs of a White Carrion Bird and the Body of a Man. These are the source of the Miasma that plgues the lands.

The Gekko Ryoshi or Moonlight Fisherman has the body of a Spider and the head of a Man.

Warui Okami or Bad Wolf is perhaps one of the few who look most like the animal form. They have all the appearance of a Wolf with powerful arms (almost bear like) as they stand upright. They are the origin of the Werewolf in the Republic.



Name: Kuro the Priest
RACE: 'Albino Crow' (Shiroi-Karasu)
CLERIC OF ORCUS (L5); STR(7), INT(13), WIS(16), DEX(13), CON (9), CHA(4); 32HP; AL: Neutral (Evil); 75% Spell Resistance; Immune to Normal Weapons; Gate Travel; Spells (as level 5 Cleric); Description: Likes to pass itself off as a Plague-warden (aka Cleric) and is never seen without it's 'mask', black full length robes and black broad-brimmed hat). It is usually involved in the burial of the victims of the Maisma (which it spreads thanks to the fleas it carries). Currently wanders about the Plague ridden lands. Undisguised this fiend has the body of a Human, and the Head and Legs of a White Carrion Bird (Albino Crow).





Gaming Origins: The German Kriegspiel

It is stated in our late English telegrams that Prince Arthur had delivered a very successful lecture, in the military town of Dover, on the Kriespiel, or German war-game.

The following description of this intricate military game is from the Pall Mall Gazette: It is somewhat remarkable that this game, or rather method of instruction, which has been in use in Germany for many years, has not only never been introduced, but has been until recently almost unknown in England. It was first invented by a Prussian gentleman who was interested in the study of campaigns, and who found that the best method of acquiring knowledge of the movement of troops was to imitate them on the map by means of moveable blocks. He then endeavored to work out problems of evolutions, laying down rules for the guidance of sham armies. His son, a Prussian officer, seized upon the idea and enlarged upon it, until the game became an imitation of war fought by small blocks, made according to scale to represent battalions, companies, regiments of cavalry, squadrons, batteries, pontoon trains and even skirmishers and patrols. The game soon became popular among Prussian officers, and was used in the war schools as one of the principal me as of instruction in strategy and tactics. General Eyrye, hearing of its merits from General Von Blumenthal, sent for the necessary apparatus from Germany, and brought it before the notice of the War Office. Here, however, an instructor in the mimic war was required, and Major Boerdans [Roerdans?], the military attaché of the German Embassy, kindly volunteered to explain it. On December 22, at the United Service Institution, before a large audience comprising many distinguished military and naval officers, he again exhibited the game, and rules, which are somewhat complicated, but pointed out in a masterly manor the uses to which it might be turned. . He showed how necessary is instruction in tactics, and how few officers ever hive opportunities of their simplest rules beyond the evolutions of the drill book. At the same time he pointed - out how much might be acquired by learning to move troops over carefully executed maps. The war-game aims at affording this instruction.


The apparatus' necessary are maps prepared on a scale of 6in. or 8in. to a mile, carefully contoured and distinctly colored, together with boxes of metal blocks to represent the opposing armies, also every arm of the service, and made of sizes on a scale proportioned to that of the map. This may be considered to be the materiel of the game.

The personnel consist of at least six officers -vis., a general of each army, an officer to command the advanced troops on either side, and above all an umpire and his aide-de-camp. These officers must not only be well acquainted with the rules of the game, but must-be able to read maps, and must understand thoroughly the principles of commanding and maneuvering troops. The umpire, above all, should be an officer well instructed in every branch of the service and of a decided character.

The method of playing is as follows: The map to represent the theatre of war, possibly 15 or 20 miles square, firmly stretched on blocks, is placed on a table. It is first carefully studied by the players, who may also avail themselves of private maps for reference, Short general directions are given by the umpire, stating the purpose of the campaign, together with private orders giving broad directions for each of the opposed generals. The troops represented by the red and blue blocks, numbering perhaps 10,000 men on either side, are handed over to the players, who place them separately on the board in the positions indicated by the umpire as the localities from which the armies are to commence the campaign. The first practice, therefore, is the arrangement of the outposts and of the bivouac. Neither player sees his opponent's army, excepting as far as he can ascertain its disposition by pushing forward patrols and advanced guards. The umpire alone sees the whole disposition of the forces. The time of year is settled upon, as on it various conditions of the tactics, such as the length of the day, the state of the roads, etc. depend.

Each player move in turn, the adversary leaving the room until the move or moves are completed, and the portion of the map occupied by the troops out of sight of his patrols is covered up. The moves represent the space over which artillery, cavalry, aid infantry can march at the various paces of each arm in a give time - i.e. two minutes. The orders issued to the officer or officers of detached portions of the armies - say, the advanced guard, must be given precisely by the general, who can only convey his order by aid-de-camps moving over the map at a fixed rate of speed. As the armies approach each other, and the troops come under fire, a new phase of the game develops itself - The losses have to be estimated, and these are calculated by carefully prepared tables, the various circumstances, such as troops being covered by entrenchments, or a wrong estimate distance at which fire is opened being taken into consideration. The element of chance, or rather of conditions which are not governed by rules, is imitated by employing dice, The chances for or against the particular regiment, squadron, or battery, being taken from the tables, and then settled by lot. Thus the action gradually develops itself as each portion of the army comes on the battle field, and it is decided, as in real battle, by the success or defeat of various detachments. The more the game is made to represent real service, the more instructive and interesting it becomes. It must be played under the rules of strict discipline, and the decision of the umpire must be regarded as unimpeachable.

The Kreigspiel is not only used in the war schools, but it is the amusement of Generals Von Moltke, Von Blumenthal. and Prince Frederick Charles, and other officers whom the last great European wars have brought prominently forward. As Major Roerdans [Boerdans?] pointed out, it is not suited for young officers, but in the hands of instructed soldiers becomes a means of acquiring knowledge which no other method affords. The very questions which arise during the game lead up to discussions on the most difficult of military problems, and direct the attention of officers to the details of their profession. General Napier, who took the chair at the meeting, stated that our War Office was preparing the necessary apparatus suited for the tactical formation of English troops, and hoped soon to introduce the game generally into our army, commencing with the Staff College at Sandhurst. Should it prove as useful in England as it has been in Germany, our officers will owe a debt of gratitude to Major Boerdans for so carefully explaining its rules and illustrating its practical working by means of so instructive a lecture as that which he delivered at the United Service Hotel.



Source: Queanbeyan Age 23 May 1872


Uncivil War: This unpleasant spectacle of the miserable fall of the great Republic

In spite of President Lincon, the secession has become fact, and the States are hopelessly sundered. First blood has been drawn by the South, and the internecine war has fairly commenced.

Fort Sumner has been captured by the troops of the Southern Confederacy, after a sever struggle, and the people of the North are described as being wild with excitement. The Government of Washington seems to have been totally unprepared for hostilities, in spite of the big words of the President at his inauguration; and something like a panic has occured at Washington. Both North and South are busily arming, though the operations of the latter seem to be directed by the far greater energy and practical skill. While the North blunders and talks unmitigated bombast and the most execrable sentiment, the South has been quietly setting to work to prepare for a vigourous offensive. 



Source: The Argus, Monday, June 10, 1861


The Mail arrived in Australia some one and a half months after the event, reporting on the beginnings of Civil War in the now Disunited States of America.

Basic Expert: So you decided to nuke your PCs

How do you calculate a nuke's damage? Well oddly enough, back in the AD&D DMG by Gary Gygax there was a section called Six-guns and Sorcery.


Basically a Stick of Dynamite did 4d6 damage (no save) and oddly enough three sticks was about a pound of dynamite. 2240 pounds of the stuff was a ton and a kiloton was one of the yield quantities of a really small nuke.

So minimum (no save) damage of a 1 kiloton nuke would be 4 dice x 3 sticks x 2240 pounds x 1000 tons equals 26,880,000 hp minimum or 26880000d6 damage (good luck rolling all those anytime soon).

What has this got to do with a Nuke?



 Weapon           Blast Radius 
 50,000 KT            2.3 Km       
 15,000 KT           1.42 Km
 1,000 KT              0.48 Km     
 350 KT                 0.32 Km
 18 KT                    0.1 Km      


Just posting salvage stuff from my old blog.


Wednesday, 26 January 2022

Linguistic Archaeology: Tolkien Dwarf Language

Tolkien Dwarf Dictionary

1. Azaghâl (Presumably an 'outer name' or title. Not an inner name.)
2. Mahal (Aulë, known to the dwarves as the Maker.)
3. Azanulbizar ('Dimrill Dale' lit: "Shadows of streams/rills" or "Dark stream dale")
4. Mîm (A Petty-Dwarf, possibly an 'inner name')
5. Barazinbar ('Redhorn' [Caradhras])
6. Baraz (Red)
7. Narag-zâram ('Black-lake', early name, Mirrormere?)
8. Bundushathûr ('Cloudyhead')
9. Shathûr ('Clouds')
10. Nargûn (Mordor, and Sauron, lit: "Black one/place")
11. Buzundush ('Blackroot', earlier name of the Silverlode)
12. Nar(u)kuthûn (Nargothrond, possible later name)
13. Felakgundu (Cave-hewer; epessë of Finrod. Origin of Felagund)
14. Nulukkhizdîn (Nargothrond, the Petty-Dwarvish name)
15. Gabilân ('Great River'. a portion of the river Gelion)
16. Sigin-tarâg (The Longbeards, the house of Durin)
17. Gabilgathol ('Great Fortress' [Belegost])
18. Sharbhund (Amon Rûdh, possibly meaning 'Bald Hill' as is in Sindarin)
19. Gamil Zirak ('Old Spike', Nickname of a Firebeard smith)
20. Tharkûn (Gandalf, said to mean 'Staff-man')
21. Gundabad (Mount Gundabad)
22. Tumunzahar ('Hollowbold' [Nogrod])
23. Ibun (A Petty-Dwarf, possibly an 'inner name')
24. Udushinbar (Earlier name of Bundushathûr)
25. Kibil-nâla (The name of the Silverlode)
26. Uruktharbun (Earlier name of Khazad-dûm or Azanulbizar, meaning unknown)
27. Khazad-dûm (Dwarf-mansion, Dwarrowdelf' [later known as Moria])
28. Zigil-nâd (earlier name of the Silverlode)
29. Kheled-zâram ('glass-lake', i.e. Mirrormere)
30. Zirakinbar ('Silverhorn', earlier name of Zirakzigil)
31. Khîm (A Petty-Dwarf, possibly an 'inner name')
32. Zirakzigil ('Silvertine' [Celebdil])
33. Zirak ('Spike')
34. -âb (abstract collective?)
35. -b (abstract collective?)
36. kheled (glass, mirror)
37. ‘aglâb (spoken language)
38. Khuzd (Dwarf / Dwarves)
39. Khazâd (Dwarf / Dwarves)
40. ‘aya (upon)
41. ‘ai- (upon)
42. Khuzdul (Dwarvish language, lit. "Dwarf-of[gen.]")
43. ‘azan (dark, dim)
44. kibil (silver, the metal)
45. ‘iglishmêk (sign-language of the Dwarves)
46. ma- (passive participle?)
47. ‘inbar (horn)
48. mazarb (written documents, records)
49. ‘ûl (streams)
50. mazarbul (records [the Chamber of Mazarbul, Book of Mazarbul])
51. ‘uzbad (lord)
52. mên* (2nd person plural, "you" - Nom.* / Acc.)
53. mênu (2nd person plural, "you" - Nom.* / Acc.)
54. ‘uzn (dimness, shadow)
55. -n (one, person or place)
56. -ân (one, person or place)
57. -în (one, person or place)
58. -ûn (one, person or place)
59. nâla’ (path, course, river-course or bed)
60. bark (axe / axes)
61. baruk (axe / axes)
62. narâg (black)
63. bizar (dale or valley)
64. bizâr? (dale or valley)
65. Rukhs (Orc / Orcs)
66. Rakhâs (Orc / Orcs)
67. bund (head)
68. sigin (long)
69. buz (root?)
70. bûz (root?)
71. sulûn (fall, descend swiftly)
72. salôn (fall, descend swiftly)
73. duban (valley)
74. sharb (bald?)
75. dûm (delving, subterranean mansion, hall)
76. tûm (delving, subterranean mansion)
77. dush (black, dark?)
78. dûsh? (black, dark?)
79. tum (hall / delving)
80. felak (tool for cutting stone)
81. thark (staff / staffs)
82. tharuk* (staff / staffs)
83. *felek (hew rock)
84. turg* (beard / beards)
85. tarâg (beard / beards)
86. gabil (great)
87. -u (of / accusative marker)
88. gamil (old?)
89. -ul (of, patronymic genitive ending)
90. gathol (fortress)
91. zahar (hollow?)
92. gund (underground hall)
93. zâram (pool, lake)
94. gunud (delve underground, excavate, tunnel)
95. zigil (silver, the colour)
96. hund (hill?)



Popularity of Use
A       %      E      %       I       %      O       %        U         %
59  61%     8     8%      27   28%   3       3%      42   43%

B       %      C      %       D       %      F       %        G         %
30  31%     0     0%      24  23%     3      3%       21  21%

H       %      J      %       K       %      L       %        M         %
30  31%     0     0%      27  28%     29  30%      18  18%

N       %      P      %       Q       %      R       %        S         %
39  40%     0     0%      0     0%      36  40%       15  15%

T       %      V      %       W       %      X       %        Y         %
14  14%     0     0%      0       0%      0      0%       1       1%

Z       %
30  31%


Popularity of use
61% A:
43% U, A: -u (of / accusative marker),
40% R, N, U, A: -ûn (one, person or place), -ân (one, person or place), -n (one, person or place),
31% B, Z, H, R, N, U, A: Baraz (Red), ‘azan (dark, dim), ‘uzn (dimness, shadow), buz (root?), bûz (root?), zahar (hollow?), -âb (abstract collective?), -b (abstract collective?),
30 % L, B, Z, H, R, N, U, A: nâla’ (path, course, river-course or bed), -ul (of, patronymic genitive ending), ‘ûl (streams),
28% K, I, L, B, Z, H, R, N, U, A: bizar (dale or valley), bizâr? (dale or valley), -în (one, person or place), baruk (axe / axes), bark (axe / axes), ‘ai- (upon), kibil (silver, the metal), ‘inbar (horn), Ibun (A Petty-Dwarf, possibly an 'inner name'), Kibil-nâla (The name of the Silverlode), Zirakinbar ('Silverhorn', earlier name of Zirakzigil), Zirak ('Spike'), Azanulbizar ('Dimrill Dale' lit: "Shadows of streams/rills" or "Dark stream dale"), Barazinbar ('Redhorn' [Caradhras]),
23% D, K, I, L, B, Z, H, R, N, U, A: Nulukkhizdîn (Nargothrond, the Petty-Dwarvish name), Khuzd (Dwarf / Dwarves), Khazâd (Dwarf / Dwarves), Khuzdul (Dwarvish language, lit. "Dwarf-of[gen.]"), hund (hill?), bund (head), duban (valley), ‘uzbad (lord),
21% G, D, K, I, L, B, Z, H, R, N, U, A: Zigil-nâd (earlier name of the Silverlode), Gundabad (Mount Gundabad), gund (underground hall), gunud (delve underground, excavate, tunnel), gabil (great), zigil (silver, the colour), Gabilân ('Great River'. a portion of the river Gelion), Zirakzigil ('Silvertine' [Celebdil]), ‘aglâb (spoken language), Azaghâl (Presumably an 'outer name' or title. Not an inner name.), narâg (black), Nargûn (Mordor, and Sauron, lit: "Black one/place"),
18% M, G, D, K, I, L, B, Z, H, R, N, U, A: gamil (old?), zâram (pool, lake), dûm (delving, subterranean mansion, hall), mazarb (written documents, records), mazarbul (records [the Chamber of Mazarbul, Book of Mazarbul]), ma- (passive participle?), Khazad-dûm (Dwarf-mansion, Dwarrowdelf' [later known as Moria]), Khîm (A Petty-Dwarf, possibly an 'inner name'), Gamil Zirak ('Old Spike', Nickname of a Firebeard smith), Mîm (A Petty-Dwarf, possibly an 'inner name'), Narag-zâram ('Black-lake', early name, Mirrormere?), Mahal (Aulë, known to the dwarves as the Maker.),
15% S, M, G, D, K, I, L, B, Z, H, R, N, U, A: dush (black, dark?), dûsh? (black, dark?), sulûn (fall, descend swiftly), sharb (bald?), sigin (long), Rukhs (Orc / Orcs), Rakhâs (Orc / Orcs), Sharbhund (Amon Rûdh, possibly meaning 'Bald Hill' as is in Sindarin), Udushinbar (Earlier name of Bundushathûr), Buzundush ('Blackroot', earlier name of the Silverlode),
14% T, S, M, G, D, K, I, L, B, Z, H, R, N, U, A: tûm (delving, subterranean mansion), tum (hall / delving), thark (staff / staffs), tharuk* (staff / staffs), turg* (beard / beards), tarâg (beard / beards), Nar(u)kuthûn (Nargothrond, possible later name), Sigin-tarâg (The Longbeards, the house of Durin), Tumunzahar ('Hollowbold' [Nogrod]), Uruktharbun (Earlier name of Khazad-dûm or Azanulbizar, meaning unknown), Tharkûn (Gandalf, said to mean 'Staff-man'), Bundushathûr ('Cloudyhead'), Shathûr ('Clouds'),
8% E, T, S, M, G, D, K, I, L, B, Z, H, R, N, U, A: mên* (2nd person plural, "you" - Nom.* / Acc.), mênu (2nd person plural, "you" - Nom.* / Acc.), ‘iglishmêk (sign-language of the Dwarves), Kheled-zâram ('glass-lake', i.e. Mirrormere), kheled (glass, mirror),
3% F, O, E, T, S, M, G, D, K, I, L, B, Z, H, R, N, U, A: salôn (fall, descend swiftly), gathol (fortress), Gabilgathol ('Great Fortress' [Belegost]), Felakgundu (Cave-hewer; epessë of Finrod. Origin of Felagund), felak (tool for cutting stone), *felek (hew rock),
1% Y, F, O, E, T, S, M, G, D, K, I, L, B, Z, H, R, N, U, A: 'aya (upon),
0% X, W, V, Q, P, J, C


Conclusion: they originate in the A linguistic subgroup like Tolkien's Eldar/elves). And like eldar/elven we see a timeline of linguistic development:

At 43% Proto-dwarves language begin with the accusation marker -u.

At 40% they are apparently scattered.

At 31% they gather collectively, possibly at a hollow (zahar) or more specifically Red-hollow (Baraz-zahar). It is dark, dim, and shadowy.

At 30% there are streams, possibly feeding a rivercourse (nâla’).

At 28% silver is discovered in the nâla river bed. It is called Kibil-nâla (The name of the Silverlode). The dwarves refer to these early folk as petty-dwarves. A known entity from this time is Ibun (A Petty-Dwarf, possibly an 'inner name'). They settle into dimrilldale (Azanulbizar).

At 23% They are the Khuzd (Dwarf / Dwarves) and Khazâd (Dwarf / Dwarves). Some are ruled by their first lord identified as ‘uzbad. Nulukkhizdîn (Nargothrond, the Petty-Dwarvish name) is a known entity at this time.

21% There is settlement on the Gabilân ('Great River'. a portion of the river Gelion). The excavation of Gundabad (Mount Gundabad) begins. Nargûn (Mordor, and Sauron, lit: "Black one/place") is settled at this time under Sauron. ‘aglâb is a spoken language from this time. Azaghâl (Presumably an 'outer name' or title. Not an inner name.) Is an entity from this time.

18% First written records are now kept in the Chamber of Mazarbul (Book of Mazarbul). There are various entities known from this time:
• Mahal (Aulë, known to the dwarves as the Maker.)
• Khîm (A Petty-Dwarf, possibly an 'inner name')
• Gamil Zirak ('Old Spike', Nickname of a Firebeard smith)
• Mîm (A Petty-Dwarf, possibly an 'inner name')
Excavations at Khazad-dûm (Dwarf-mansion, Dwarrowdelf', later known as Moria) begin.

15% Orcs (Rukhs/Rakhâs) are encountered.

14% Sigin-tarâg (The Longbeards, the house of Durin) rise to prominence. Tharkûn (Gandalf, 'Staff-man') appears amongst the Dwarves at this time.

8% ‘iglishmêk (sign-language of the Dwarves) is now used. Glass making and mirror making is common.

3% the first fortress (gathol) is established. The Great Fortress Gabilgathol (Belegost) is established- though this may be an expansion of the smaller Gathol.