Reptile Folk Should Stick Together

Oh God How Did This Get Here I Am Not Good With Computer

The gator and the croc they should be friends,
Oh, the gator and the croc they should be friends,
The gator’s snout is round you see,
The croc’s snout tapers to a ‘V’,
But that’s no reason why they can’t be friends!

The gator and the croc they should be friends,
Oh, the gator and the croc they should be friends,
The gator hides his lower teeth,
The croc’s poke up from underneath,
But that’s no reason why they can’t be friends!

The gator and the croc they should be friends,
Oh, the gator and the croc they should be friends,
The alligator’s grey and mean,
The croc is cruel and olive green,
But that’s no reason why they can’t be friends!

The gator and the croc they should be friends,
Oh, the gator and the croc they should be friends,
In common little they have got,
But gharials at least they’re not!
And that’s the reason why they should be friends!

On Goatsuckers

One of the strangest known sapient species of Local Probability are the beings known as Goatsuckers or (by those who find the name undignified or unpleasant) Caprisugiformes.

The body of a goatsucker resembles a sucker from an octopus or squid’s tentacle, made of a firm, white jelly, standing about a metre tall. A tail of coarse white hair, somewhat similar in form to that of a horse, extends from one side of the body, and a flexible neck of what appears to be cartilage extends from the opposite side. On the end of the neck is a head of what appears to be bone, strongly resembling an elongated goat skull with horns and prominent teeth. A blue glow is present in the eye sockets.

Goatsuckers possess prodigious metaphysical abilities, casually performing feats of telepathy and telekinesis that would tax the abilities of even the most talented practitioners of other species. While the upper limits of their abilities are unknown there is a famous instance of a single goatsucker telekinetically demolishing a four story brick building and neatly stacking its sorted components 350 metres away in under ten seconds, while apparently expending no particular effort to do so. Performing such a task in such a short period is considered impossible for even a skilled and practiced team of non-goatsucker Metaphysicians, let alone a single practitioner.

The biology and society of the goatsuckers is little known as they typically respond to enquiries about such matters with polite but firm refusal. They are not known to eat or drink and do not seem to possess the anatomy to do either. They do not appear to breathe, although some form of passive respiration cannot be ruled out. They do not possess organs of speech, but easily communicate via telepathy or telekinetic sound production. It is unknown if they are vulnerable to any weapons, as all known attempts to harm a goatsucker have been met with the instantaneous deployment of ludicrously powerful telekinetic shields.

Goatsuckers do not appear to have gender, or even a concept of gender – although some have adopted gendered pronouns to ease interaction with gendered species. The closest they seem to come to a concept of personal names is the use of adjectives – when asked for a name a goatsucker may reply with something like ‘fearsome’, ‘maximum’, ‘intelligent’ or ‘green’. This has lead to the practice of formally referring to individuals as “The [adjective] Goatsucker”, a practice the species seems to be entirely content with.

Their home world – generally referred to simply as ‘Goatsucker’ – is an arid planet of plains, deserts and salt flats with one small, saline sea. The goatsuckers live in tunnel complexes, but the social structure – if any – of these settlements is completely unknown.

Despite their overall strangeness and frankly terrifying levels of metaphysical power the goatsuckers are seen as a benign and on occasion even helpful species. There is not a single record of hostile action from a goatsucker, and all occasions of attempted harm against them have been instantly and calmly neutralised, with no attempt at retaliation. A number of goatsuckers have joined the Metaphysicians Guild, and have served on various government and private bodies throughout Local Probability, although their reasons for doing so remain completely unknown.

A Zurvár Miscellany

A storage place for a collection of Zurvár related info posted to Reddit…


The majority of Zurvár have a genetic intolerance to alcohol (a standardised mutation of the ALDH1 gene) resulting in nausea and flu-like symptoms after consuming it, so it is generally not a part of Zurvár culture. Instead they drink prozyá, a carefully brewed combination of specific land plant and seaweed components with herbs and fruits added for flavour.

A few glasses of prozyá have a similar mental stimulant effect to a really strong black coffee, combined with a boost in physical energy, enhanced balance and reflexes and mild euphoria. A mild hangover consisting of drowsiness and slowed reflexes can be expected a few hours later, but truly epic amounts must be consumed to cause actual illness.

Prozyunstá (translatable as ‘heavy prozyá‘) is a variety of prozyá tweaked to increase euphoric and intoxicating effects. It’s generally comparable to 5% alcohol beer in effect and has a similar hangover if over consumed. Many Zurvár consider prozyunstá to be the drink of the immature and degenerate, but it’s still just as popular as regular prozyá.

Most settlements will produce their own prozyá, and claim it to be far superior to that produced by their neighbours.


The Vratoi are a race of psychic predators from an alternate universe that are the inspiration behind many of Earth’s vampire legends. They feed by stimulating fear, using the emotion as a gateway into their victims’ minds from where they drain off the brain’s artonic energy – a process that can very easily kill if overdone. It’s not entirely clear if the Vratoi need to feed on artonic energy or if they simply do it because they enjoy it – sadistic narcissism appears to be a common Vratoi personality trait.

Many reports of vampire activity – both historical and modern – can be shown to be the result of Vratoi leaning into vampire lore to make feeding more effective. There are some however that cannot be explained this way, which suggests that there are other things going on.


The Zurvár believe that the soul is made of three components, each of which has a different fate after death.

The Iris or “Spirit” is an immortal life-force that is incarnated again and again, gaining knowledge and experience with each incarnation. In between incarnations it dwells in the spirit world of Tekáda.

The Nelat or “Self” is the conscious, individual spirit of a Zurvár that is created when the Iris enters the body during pregnancy. On death the Nelat accompanies the Iris to Tekáda and lives there eternally among the Ancestors, watching over the living.

The Selár or “Shadow” is created at the moment of conception and is linked to the Zurvár’s impact on the world. After death the Selár remains in the world and gradually dissipates, finally vanishing when the last person to have known the Zurvár dies.

Existence as an Ancestor in Tekáda is said to be impossible for the living to understand, but a common metaphor is a vast beach dotted with millions of campfires. Each fire is an Iris and the Nelat that hosted that Iris in life are seated around the fire. Someone who performed great evils in life will not be allowed to sit around their fire and will have to exist in the darkness and cold outside of its light. Whether this state is permanent or whether an exiled Nelat can be redeemed is a matter of long debate with no firm answer.

Whether any of this is true is unknown, it’s simply what the Zurvár – to a greater or lesser personal extent – believe.


My multiverse is an infinite number of alternate universes arranged linearly in a sixth dimension. If you know how you can open gates between them and just step on through – although it’s best to check that conditions on the other side are conducive to your staying alive first.

There’s also a minimum ‘distance’ that gates can be opened across. Yes, there’s a universe right next door where the only difference to this one is that a leaf fell off a tree in Poland half a second earlier, but the ‘distance’ between this universe and that one is so tiny that it’s almost impossible to open a gate to it.


Happily the minimum distance is a matter of physics, so ‘almost impossible’ should really be read as ‘impossible unless something super weird happens’. Cross universe identity theft is a genuine issue – and something the Metaphysicians’ Guild tries to control – but it’s a bit risky because the number of differences between adjacently-accessible universes is high enough that any documents or information obtained in one universe cannot be 100% relied on to be identical in the other. There are still people willing to give it a go though!


In my main setting any sapient being has the potential to learn Metaphysics (psionics) because the necessary energetic structures are what makes consciousness possible.

Whether they’ll be any good at it is another question entirely!


‘Magic’ in my main setting is actually psionics, or ‘psychic powers’. There is a genetic component to it in that some people have a natural talent for it, and that talent tends to be inheritable, but almost everyone can learn a few bits and pieces.

I think of it like playing the piano. Pretty much everyone can learn to play the piano adequately if they put the time and effort in, but some people have a gift that makes it much easier. And there are people who don’t have any such gift but can play brilliantly because they’re willing to put in a huge amount of practice and effort. And finally there’s a small amount of people who simply lack the coordination to ever do anything more than slowly pick out ‘my father’s socks’ with a single finger.


My setting is actually a multiverse that includes modern Earth (one of things ‘metaphysics’ – which is to say psionics – allows is opening gates between alternate universes). Worlds are defined as metaphysically-aware and non-metaphysically-aware based on whether they’ve uncovered the the science of psionics.

On aware worlds everyone can use psionics as long as they’re willing to put the time and effort of learning in, and they obey the law, which tends to look down on things such as non-consensual mind reading, rewriting of memories, teleporting valuables out of bank vaults and telekinetically throwing cars around. The fact that so much ‘fun’ stuff (for a certain value of ‘fun’) is illegal means that most people learn the basics of shielding their minds from intrusion and leave it at that – throwing cars (or even cardboard boxes) around takes a lot of practice and effort and simply isn’t worth it for most people.

On non-aware worlds (like Earth) most people are unaware that such things are even possible outside of comic books and History Channel documentaries. This of course means that people who do somehow figure it out have massive potential to be complete assholes to everyone around them.


A statement of shock or amazement among the Zurvár is minak sâ, which literally means “false/mistaken star”. As a seagoing people the stars are extremely important for navigation, and mistaking one star for another (or some other light for a star) can be extremely dangerous.

An expression of annoyance or anger is išká or išká ná which literally means “shark”. Išká by itself is considered fairly mild – few would bat an eyelid at a child saying it. Adding the intensifier transforms it into the equivalent of “fucking hell!” so should not be used in polite company.


The history of the Metaphysicians Guild is a bit complex, but on the basic level it’s creation was spurred by a group of occultists in Victorian London figuring out how to travel between universes and then screwing up badly enough to draw the attention of a more advanced culture (the Wyrms) who were already debating about setting up a body to try and protect non-metaphysically aware societies from paranatural threats.

The Guild was officially founded in 1908, and is based on an alternate Earth named Metaphysica (many of the Victorian occultists were foundation members and they weren’t very creative with names). It monitors around a dozen alternative Earths, but tends to have a bit of a focus (arguably an unfair one) on our own Earth (Earth-000001) since that’s where so many of the original members came from.

The de facto HQ of the Guild is the city of De Chirico on Metaphysica, which occupies the same spatial coordinates as Paris, France.


Over the years the Smithsonian has collected various artifacts too metaphysically active to be put on display. Most of these are merely inconvenient – like the pair of Abraham Lincoln’s shoes that shuffle around on their own at night – but some are actively dangerous. The Smithsonian stores all of them in a secure warehouse in Wesley Heights.


The Adams tunnel complex is a maze-like series of drainage and utility tunnels connected to the Potomac river and the old Washington City Canal. There are high levels of revenant activity, some of it actively hostile, and at least one gate which periodically opens to let creatures best described as ‘zombies’ through from a currently unidentified parallel universe. These beings are fast moving and violently hostile, happily they show no signs of intelligence and fear sunlight to the extent of never venturing above ground – even at night – and their condition is non-contagious.

The existence of the creatures was actually discovered by the United States Government during security crackdowns after the events of September 11. The Department of Homeland Security sealed up most access points to the tunnels and maintains armed patrols to keep the numbers of creatures down. The Guild monitors these but lets them get on with it – largely because it means Guild resources don’t have to be spent doing the same thing.


So you’re driving through rural North Dakota. You’ve been on the road for a couple of hours and you’re getting tired, but there’s a town about 20 miles down the road where you can pull over, get a coffee and stretch your legs, so you keep on driving. And driving. And driving. By now you absolutely should have reached the town, but there’s no sign of it. You grab your cell phone to check the map but there’s no signal. You pull over and get out of the car. The road stretches on straight in front of you and behind you – straight as a line – and to either side there’s flat, empty prairie with no fields, no farms, no nothing. You get back into the car and keep on driving. Maybe you even turn around and try to get back to that farm you passed half an hour ago. But you can’t find it. No matter how long you drive for there’s just the dead-straight, empty road and the Endless Prairie. Eventually you run out of gas. Do you wait for help? Do you get out and walk? You have a few snacks and a bottle of cola, but what happens when they run out…

Why or how this happens isn’t understood. Some very lucky people find that the prairie gives out and they find themselves driving into a town (which is how the Guild know that the phenomena exists in the first place) but what triggers it, how it can be prevented and how people stuck in it can be rescued are all unknown. The best the Guild can do is try and stop people from entering the affected area, but two or three people are lost to it every year.


The Guild monitors a number of highly active sites in Key West, but a quirk of the categorisation system places the entire Florida Keys in Region 000001-18 (the Caribbean). It’s claimed that this is for complicated administration reasons but according to rumour it’s because the current Regional Director loves the daiquiris at the Green Parrot.


An “Achilus” is a weak spot in reality that allows stuff to drift through from alternative realities. They’re useful if you want to save energy when travelling between worlds, but less useful if there’s one in your backyard that keeps letting through wasps the size of a buick.

(The wasps immediately die because there’s not enough oxygen in our air to support them and the bodies really stink up the place).


Zurvár Arèáná has a population of sapient dolphins that seem to be pathologically incapable of taking anything seriously. Numerous studies have been made of dolphin culture, but they’re all highly contradictory because dolphins consider outrageous lies to be polite conversation.


Strap in, this is a weird ride…

Back in the dark ages of the early 1990s the student-run radio station at my local university had a weekly ‘letter request’ show called Steregoround. The idea was that people would post actual, physical letters to the station asking for songs to be played, but pretty quickly the letters became more important that the songs. People would write all kinds of weird stuff (with a song request tacked onto the end) and the hosts would read out a selection of the letters they got each week. People would comment on the letters read out on the previous week’s show, send messages to other letter writers and to the hosts, pen bizarre screeds and poetry and request the weirdest music they could think of. It was kind of like a strange cross between a podcast, pen-pals, a web forum and a subreddit, with the proviso that your posts were a crapshoot – if the hosts didn’t read out your letter this week you just shrugged and sent a new one next week.

Once I became aware that this was a thing that existed I knew I had to get involved, so I started sending my own letters full of weird, nonsensical, mystical sounding crap, loosely based around my high school experiences. Some of these got read out, and over time I started building the silly, throwaway comments and references I penned into a consistent framework centered around alternative universes and a hidden world of powerful (although still rather tongue-in-cheek and silly) psychics running things behind the scenes.

Steregoround was suddenly cancelled about a year after I started taking part, but by then I’d laid the foundations for the setting I’m still working on 30 years later.


Wyrms can shapeshift between a snake-like form and a humanoid form at will, but any time they do it they end up with brand new skin and no hair. The phrase “tattooing a Wyrm” has more or less the same meaning as “rearranging the deckchairs on the Titanic”.


Zurvár Arèáná is governed – to some extent – by the Konsortèum, which is a council made up of representatives from a number of powerful ancestral Zurvár houses, members of the Metaphysician’s Guild, a number of scientific and economic advisors, and a few private investors. It was set up in the 1960s to act as a settlement authority for the world and still acts in this capacity, but has expanded its remit over the decades and now acts (or at least tries to act) as a weak, central government.

Any given settlement on Zurvár Arèáná will tend to be pro-Konsortèum, seeing the transition to government as a natural progression, or anti-Konsortèum, believing it has overstepped the bounds of its original remit.

The Konsortèum governs by issuing ‘Settlement Advisories’ which are (theoretically) binding rulings for all settlers of the world. These tend to be treated as law in pro areas but are spottily respected in anti areas based on whether the locals regard them as fair, sensible, and actually pertaining to settlement issues.

Out of the Eight Cities, Bal is regarded as the pro capital and is the location of the Konsortèum headquarters. Kalif is regarded as the most anti city, which is a bit embarrassing for the Konsortèum as it’s the largest settlement on Zurvár Arèáná and is generally regarded as the world’s cultural capital.


I haven’t got around to mapping it in any detail. but the city of Gorat Sûlbarn Hì is constructed on the rim of a submerged meteorite crater about 15km across in the middle of the ocean. The rim is broken in a number of places making the interior of the crater a gigantic harbour and the impact damage resulted in numerous hot springs, which are harnessed for geothermal power generation. There is a central peak island which is protected as a nature reserve.


In Zurvár culture it’s expected that people grow at least some of their own food. A typical house with have an extensive garden with numerous varieties of fruits, vegetables and herbs that are harvested and preserved for the use of the occupants.

Common species include…

  • Dry-land rice
  • A type of magosteen that is also used to produce a bright red dye
  • A type of small, elongated tomato
  • Pomegranates
  • Mandarins and sweet lemons
  • Olives that are used almost exclusively for oil
  • Medlars, which are mostly used for tanning fabrics
  • A variety of melons and yams

An extremely important species is the Salt Berry plant, which absorbs salt from the ground and concentrates it into hard, nut-like fruits. These can be ground up for culinary use, but it’s mostly used to clean up saline soils to make them suitable for other, less salt-tolerant plants.

Most towns will have a communal Kelp Garden where a variety of seaweed species are grown for food, materials, dyes, spices and medicines. Most Zurvár fabric is made from specialised varieties of kelp.

Research has indicated that many plants used by the Zurvár show signs of genetic engineering. It is assumed that they were obtained from other species during the Zurvár’s centuries of migration between worlds.


Zurvár Arèáná is more or less a solarpunk version of Cottesloe and Fremantle in Western Australia. Blue skies, blue ocean, sandstone and pine trees!


All Your Warhammer 40k Questions Answered

Q: What is that tube running into Horus’s nose?
A: Perturabo installed it so he can make the Warmaster smell burning toast whenever he’s being particularly annoying.

Q: Who did Dorn kill on Pluto? Was it Alpharius or was Omegon taking his place?
A: Neither. Alpharius killed Dorn, but then took his place. Theoretically you could tell Dorn-Dorn and Alpharius-Dorn apart because one of them had kickass sideburns and a moustache while the other was clean shaven, but which was which has been censored from Imperial records along with Malcador’s recipe for Chili Con Carne.

Q: Did Malcador really have an ancient toy rocket with С.С.С.Р. written on it?
A: No, but he did have an almost complete collection of Generation 1 Transformers. His notorious feud with Erda originated from her repeated refusal to sell him her Windcharger.

Q: Why does speaking Enuncia make your teeth explode?
A: It doesn’t. Everyone in the 41st millennium just has really bad dental hygiene.

Q: Were the Cabal correct about a victory for Horus resulting in the final defeat of Chaos?
A: The Cabal were all on crack.

Q: Even Eldrad?
A: Especially Eldrad!

Q: Why is Torias Telion still a sergeant despite over 300 years of service?
A: His wicked obscura habit makes him unsuitable for promotion.

Q: Is Elon Musk the Emperor?
A: The Emperor’s parenting skills are bad, but they’re not that bad.

Q: What’s the deal with Guilliman and Yvraine?
A: They’re loyal and devoted pen-pals, nothing more.

Q: Who would win in a volleyball match between Ravenor and Eisenhorn?
A: It depends on whether Eisenhorn is allowed to sub-in Cherubael.

Q: Is it true that you’re selling video tapes of Ciaphus Cain’s wedding night?
A: This interview is OVER!

Mnemonics

Working on the weak spots in my world geography and coming up with mnemonics to help…

“My sad god gave back gold so little lads could definitely go to bed”

West African coastal nations from north to south – Mauritania, Senegal, Gambia, Guinea Bissau, Guinea, Sierra Leone, Liberia, Cote d’Ivoire, Ghana, Togo, Benin.

“My bad god has eight nasty, crusty penises”

Central American nations from north to south – Mexico, Belize, Guatemala, Honduras, El Salvador, Nicaragua, Costa Rica, Panama.

The Caribbean is up next – hopefully I can avoid even more blasphemy 😀

Correcting the Record

Willie, Willie, Harry, Mattie,
Stephen, Harry, Harry Bratty,
Dick, John, Louis, Harry three,
One two three Neds, Now let’s see,
Richard two, Harrys four five six,
Edwards four five, Nasty Dick,
Harry VII, Harry VIII,
Ned the sixth who turned up late,
Lady Jane Grey, Philip and Mary,
Bessie, James and Charles contrary,
Ollie, Ricky, Charles restored,
James the second (most abhorred),
Will and Mary, Anna Gloria,
Georges (Four), Will Four, Victoria
Edward, George, then Nazi Ted,
So George the sixth stepped in instead,
Elizabeth, her reign unanswered,
Now Charlie III who has the cancers,

On Cryptids

There is a time in every weirdo’s life that they feel compelled to come up with a categorisation system for those strange creatures that lurk on the boundary between science, folklore and small-town tourism campaigns – cryptids! And for me that time has come today.

So gentle reader, please behold the Purple Wyrm Cryptid Categorisation system – which I must admit owes more than a touch of inspiration to Alex Flanigan of the gone but always in our hearts Cryptid Keeper podcast.

(NOTE: By default this system uses ‘boys’ as a categorisation term. Users should feel free to substitute this with whatever term – gendered or non-gendered – they prefer. Cryptozoology is a wide brontosaurus with room on its back for all!)

CLASS ONE: SHADY BOYS
Shady Boys are perfectly normal beasts seen under unusual circumstances that make them look all cool and mysterious. As an example consider the ‘lioness’ filmed lurking around Berlin back in the June of 2023 that actually turned out to be a wild boar. That boar is a very shady boy.

CLASS TWO: WEIRD BOYS
Weird Boys are perfectly normal beasts with some kind of condition or deformity that makes them look unusual or act in an unexpected fashion. The coyotes with mange that people keep trotting out as chupucabras (American subspecies) for instance, or the tailless iguana laughably claimed to be the Loveland Frogman (the Loveland Frogman is real and he is a wizard!).

CLASS THREE: LOST BOYS
Lost Boys are (again) perfectly normal beasts that have somehow ended up in places that logic dictates they shouldn’t be. The phantom kangaroos of the American midwest, or the Alien Big Cats of Great Britain for example. Vampires are not lost boys no matter what Joel Schumacher may tell you.

CLASS FOUR: OLD BOYS
Old Boys are beasts that we know used to exist, but are/were considered extinct. The poster boy for the old boy is the happy coelacanth, merrily swishing its tail at the bottom of the Indian Ocean in defiance of paleontologists everywhere. Should the various mega-cryptids of the Congo basin turn out to be real and turn out to be dinosaurs then they would be very old boys indeed.

CLASS FIVE: NEW BOYS
New Boys are beasts never before described by science. Regularly hauled across the earthquake-riven boundary between the continents of Cryptozoology (disreputable) and Zoology (respected) they are the most common class of cryptid and the only one mentionable in polite scientific company. The Vu Quang Ox (Pseudoryx nghetinhensis) of Vietnam is a fine example, only having been admitted to the halls of respectable science in 1992.

CLASS SIX: SPACE BOYS
Space Boys are life-forms from planets other than Earth. Y’know, aliens. Be they disgusting little Greys, buff blonde Nordics, sexy Venusians or the giant Liberace who descended from a UFO to perform a concert in Fyffe Alabama in 1989, they are all space boys.

CLASS SEVEN: SPOOKY BOYS
Spooky Boys are things from realms and dimensions other than ours. Ghosts, demons, machine-elves, vampires, mothmen, Indrid Cold style Men in Black, Indrid Cold himself – basically anything that defies logic and is probably best not meddled with. They are the spooky boys – although it’s probably best not to call them that to their faces (for the ones that have them…).

CLASS EIGHT: IMAGINARY BOYS
Finally we have the Imaginary Boys. These are creatures that are entirely made up for reasons of humour, profit, entertainment, fraud, or just good old-fashioned mischief. There are many classic cryptids that must sadly be placed in this category – the entire contents of Fearsome Creatures of the Lumberwoods for a start (barring some major scientific discoveries). Of course, the fact that none of these are real does not in any way detract from their value and importance. They may not be real boys, but they are all good boys!

So there we have it! Eight clear and unambiguous categories for all your cryptid classification needs. Classify nice now!

The Trooper

My earlier post about the Protomen’s album The Cover Up and their version of Iron Maiden’s The Trooper with each instance of “Russian” replaced with “Robot” got me thinking about what a more extensive conversion would look like. So I wrote one. Here ’tis.

You’ll take my life, but I’ll take yours too
You’ll fire your maser, but I’ll run you through
So when you’re waiting for the next attack
You’d better stand, there’s no turning back

The siren sounds, the charge begins
But on this battlefield, no one wins
The smell of acrid smoke and diesel fumes
As I plunge on into certain doom

My cycle engine roars, we break to run
The mighty roar of the robot guns
And as we race towards the android wall
The screams of pain as my comrades fall

We hurdle bodies that lay on the ground
And the robots fire another round
We get so near, yet so far away
We won’t live to fight another day

We get so close, near enough to fight
When a robot gets me in his sights
He pulls the trigger and I feel the blow
A burst of rounds take my bike below

And as I lay there gazing at the sky
My body’s numb and my throat is dry
A mess of wires where my arm had been
I never knew I was one of them

And if that’s not enough desecration of a metal classic, check this out…

Khahali Khuzd re Khafeleki Tûm

It’s been unreasonably hot of late (maximums hovering around 40° for the last three days), which means that I’ve found it rather difficult to sleep. I’ve tried what I often do under such circumstances which is to stay up watching weird, late night TV until I can barely form a coherent thought (La Brea seems interesting, at least when horribly sleep deprived) then crawl into bed in the hopes of passing out, but it never actually works, so I’ve spent much of the last few nights tossing and turning while my brain whirls away like a merry-go-round with a broken speed governor.

(Do merry-go-rounds have speed governors? Is a speed governor even a thing? You can tell I’m not all here can’t you?)

Anyway, as I was writing in mental and physical torment last night my brain spat up a really silly idea, which was to attempt a translation of everyone’s favourite Dwarf song – Diggy Diggy Hole – into Khuzdul, the language of J. R. R. Tolkien’s Dwarves.

What do you mean you don’t know Diggy Diggy Hole?! What have you been doing with your life?! Here’s Wind Rose’s version to get you up to speed.

Anyhoo, translating it isn’t quite as crazy as it seems because we don’t really know a lot about Khuzdul words and grammar – which gives me plenty of scope to just make things up!

So I looked up what scraps of the language we actually have, and threw in the Neo-Khuzdul lyrics of The Bridge of Khazad-dûm from the Lord of the Rings soundtrack which helpfully provides a basic grammar and a number of words found in Diggy Diggy Hole despite being wildly different in tone.

And here it is! The first verse and chorus of Diggy Diggy Hole translated into what we might call Neo-Neo-Khuzdul…


FELEKA TÛM

Gûza mêngalaribarâ!
Mênfelakarâ khul!
Mêntakarâ felak lamâ!
Mênorodalarâ khul!
Mâsalani buzra zar
Mak tabandi bazanar
Gilim samil, zigil, nim
Abilul sanzigil bin
!

Mâbala ni buzra
Kûman taranasha mâ
Mâzikada ni aznân
Suruk ni kathalamâ
Paragul kurdumâ
Sanbaragul bishkumâ!
Feleka tamahaldi rûza
Mênorodalarâ gûza!

Khahali Khuzd
Ra khafeleki tûm!
Khafeleki tûm!
Khafeleki tûm!

Khahali Khuzd
Ra khafeleki tûm!
Khafeleki tûm!
Feleka tûm!


Translated back to English…

DIGGING A HALL

Brothers you will rejoice!
Dig with me!
Use our tools and voices!
Sing with me!
Deeper and deeper we go,
No one knows what lies beneath,
Shining gems, silver, gold,
Mithril hidden deep
!

We were born underground,
Nourished by stone,
We grew in the dark,
Secure in our mountain stronghold,
Our skin is iron,
Our bones are steel,
Digging makes us free,
Brothers sing with me!

I am a Dwarf,
And I’m digging a hall,
I’m digging a hall,
I’m digging a hall,

I am a Dwarf,
And I’m digging a hall,
I’m digging a hall,
Digging a hall,


And finally for those who care about such things, a line by line gloss…

Gûza mêngalaribarâ
all-brothers you-celebrate-imperative
Brothers you will rejoice!

Mênfelakarâ khul
you-delve-imperative me-with
Dig with me!

Mêntakarâ felak lamâ
you-use-imperative tool voices-our
Use our tools and voices!

Mênorodalarâ khul
you-sing-imperative me-with
Sing with me!

Mâsalani buzra zar
We-descend-are deeps more
We go deeper and deeper

Mak tabandi bazanar
No-one it-know-are below-things
No one know what lies below

Gilim samil, zigil, nim
Shining gems, silver, gold
Shining gems, silver, gold

Abilul sanzigil bin
hidden true-silver beneath
Mithril hidden below

Mâbala ni buzra
we-born-were in deeps
We were born underground

Kûman taranasha mâ
stone it-nourish-did us
Nourished by stone

Mâzikada ni aznân
we-grow-did in darkness
We grew in the dark

Suruk ni kathalamâ
secure in mountain-stronghold-our
Secure in our mountain stronghold

Paragul kurdumâ
iron-of skin-our
Our skin is iron

Sanbaragul bishkumâ
true-iron skeletons-our
Our bones are steel

Feleka tamahaldi rûza
To-dig it-create-does freedom
Digging creates freedom

Mênorodalarâ gûza!
you-sing-imperative all-brothers
All brothers sing!

Khahali Khuzd
me-be-am dwarf
I am a dwarf

Ra khafeleki tûm
and me-dig-am underground-hall
And I’m digging a hall

Khafeleki tûm
me-dig-am underground-hall
I’m digging a hall

Khafeleki tûm
me-dig-am underground-hall
I’m digging a hall

Khahali Khuzd
me-be-am dwarf
I am a dwarf

Ra khafeleki tûm
and me-dig-am underground-hall
And I’m digging a hall

Khafeleki tûm
me-dig-am underground-hall
I’m digging a hall

Feleka tûm
to-dig underground-hall
To dig a hall


So there you go. I’m done for the day. Mênmahaldarâ lara! (make your own entertainment)

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