Vocal script: Lord
The "Lord" vocal script for male characters.
Tone and Attitude
The Dark Mod strives to have a somewhat dark, gritty, and believable tone. Characters should avoid dramatic clichés and dialogue that sounds like sitcom humour. Characters should react with genuine emotion and in ways that make sense given their personality and education level.
Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "See you later" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers.
AI Characters: "The Lord"
"The Lord" -- strong voice; educated; arrogant and cold; dismissive. The Lord is used to being obeyed. He speaks well. Try for a vaguely aristocratic accent if possible. Think along the lines of Henry in “The Tudors”, or the captain of the guard in “Pirates of the Carribean”
AI Non-Alert States
These barks are for AI who are not doing anything in particular. These AI are basically talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling.
State: Idle
Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed and somewhat bored, and muttering to yourself.
Number of Wavs: 5
idle_1 "’tis nearly time."
idle_2 " A servant should deal with that."
idle_3 "’twas a good performance the other night..."
idle_4 "’tis too quiet. I should summon a minstrel."
idle_5 "Lord Wellend has an excellent steward in his employ."
idle_6 "He should beware his slanderous tongue."
idle_7 (clearing throat)
idle_8 "There are those who are afraid of greatness."
At Alert 0: On the job. Similar to above, but you’re working so you’re a little more alert.
Number of Wavs: 3
alert0_1 "My mettle is made of sterner stuff."
alert0_2 "Obedience is the better part of duty."
alert0_3 "Best set a good example for the hired men."
Alert Idle: You know there is an intruder on the premises, but you’ve gone back to your patrol. You’re not letting your guard down though.
Number of Wavs: 3
alert0_1 "The rogue shall not get past me."
alert0_2 "He’ll not dare show himself again."
alert0_3 "The coward will no doubt look for another way out."
AI Alert States
To Alert 1/1.5: You notice something subtle but aren’t sure what it is. You are mostly talking to yourself, so you should not be particularly loud and may trail off. Number of Wavs: 3
to_alert1_1 "Hm?" to_alert1_2 “Hmm, what might that be?" to_alert1_3 "Hmm…."
To Alert 1/1.5 + Heard: Same as above, only this one means you notice something auditory. Number of Wavs: 3 per character
to_alert1_sound_1 "What was that sound?" to_alert1_sound_2 "Is there a noise?" to_alert1_sound_3 "What is this? A noise?"
To Alert 1/1.5 + Saw: Same as above, only you notice something with your sight. Number of Wavs: 3 per character
to_alert1_saw_1 "Do mine eyes deceive me?" to_alert1_saw_2 "Is that something over there?" to_alert1_saw_3 "Does something move?"
To Alert 2: You notice something, and it caught your attention enough to warrant checking it out. You’re annoyed at being disturbed.
Number of Wavs: 3 per character
to_alert2_1 "’tis most certainly something.." to_alert2_2 "Hmm, something worthy of my attention." to_alert2_3 "What disturbs my thoughts?"
To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing. Number of Wavs: 3 per character
to_alert2_sound_1 "What was that noise?" to_alert2_sound_2 "What is making noise over there?" to_alert2_sound_3 “Where does that sound come from?”
To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing. Number of Wavs: 3 per character
to_alert2_saw_1 "What’s that moving in the shadows?" to_alert2_saw_2 "Who is lurking about there?" to_alert2_saw_3 "What is that?"
To Alert 2 + Company + Heard: You notice something auditory with company and order him/her to help you investigate. Number of Wavs: 2 per character
to_alert2_soundx2_1 "I heard something supicious. Come with me." to_alert2_soundx2_2 "Something makes noise there. Go and investigate."
To Alert 2 + Company + Saw: You notice something visually amiss with your buddy and start to investigate.
Number of Wavs: 2 per character
to_alert2_sawx2_1 "I thought I saw something. Go and take a look." to_alert2_sawx2_2 "To my side. I’m going to investigate something moving."
Returning to Alert 0, generic: You saw or heard something suspicious, but you can't find any evidence of anything serious. It was probably nothing, but you are annoyed at being disturbed in the first place. You are far too important to be wasting your time over nothing. Number of Wavs: 3 per character
to_0_1 "I dislike wasting my time over nothing...." to_0_2 "Hmm, most vexing. It appears to be nothing." to_0_3 "’twas but the product of a distracted mind..”
Returning to Alert 0, hearing: As above, but you thought you'd heard something. Number of Wavs: 3 per character
to_0_sound_1 “Vermin. I must order more traps to be placed." to_0_sound_2 "’tis a draft, I suppose. Did I not order the windows to be shut?" to_0_sound_3 "…disturbed by a mere rat."
Returning to Alert 0, sight: As above, but you thought you'd seen something.
Number of Wavs: 3 per character
to_0_saw_1 "Perhaps it was just the shadows moving." to_0_saw_2 “There’s no telling what it was.” to_0_saw_3 “Just a shadow. I should order more lights in here.”
To Alert 3: You see or hear something that makes it pretty clear that there's someone there, but you don't know exactly who or where they are. You’re all business now.
Number of Wavs: 5 per character
to_alert3_1 "I order you to step forward!" to_alert3_2 " Who enters my presence unannounced?" to_alert3_3 "Come out of the shadows and be recognized." to_alert3_4 “Who dares disturb me? Come forward, I order you.” to_alert3_5 “I command you to show yourself.”
Returning to Alert 0, no evidence: You know you saw someone, but you've searched around and can't find them. This bark is played as you give up the search. You still don’t know for sure that it was an intruder, but you are highly annoyed.
Number of Wavs: 5 per character
to_0_search_1 "If I find the rogue that toys with me, I will have him flogged." to_0_search_2 "Some coward is playing tricks in the shadows." to_0_search_3 “If I find some servant derelict in his duties….” to_0_search_4 “I am not amused….” to_0_search_5 "This defiance will be severely punished."
Lost Player after Pursuit: You were chasing the intruder when suddenly he disappeared. He can’t be far.
lost_player_1 “What? Where has he gone?” lost_player_2 “Gone! He must be near…” lost_player_3 “He was here but a moment ago!”
Return to Alert 1, evidence: You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down.
Number of Wavs: 5 per character
to_0_spotted_1 "The villain has escaped, for now." to_0_spotted_2 "I’ll have the head of the guard that let him in here." to_0_spotted_3 "Fortune appears to smile on the fool for now. But he’ll not get far." to_0_spotted_4 " This is intolerable. Someone will pay for this." to_0_spotted_5 "Must I double the patrols? How many men does it take to catch a single thief?"
Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you order the help forward. Number of Wavs: 2 per character
gotten_help_1 "There he is. Seize him!" gotten_help_2 "Capture him immediately!!"
Return with help, lost player: You have returned with help but the player is no longer visible. Number of Wavs: 2 per character
gotten_help_gone_1 [reproaching] "I told you to run faster! He’s escaped." gotten_help_gone_2 "He’s fled the area. Start a search immediately.”
Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your comrade that there is an intruder and that you have seen him.
Number of Wavs: 3 per character
saw_playerx2_1 "I want everyone alert at their posts. We have an intruder." saw_playerx2_2 "Examine every noise, no matter how small. There’s an intruder among us." saw_playerx2_3 "I want everyone on patrol. There’s an intruder."
Suspicious, warn friend: You have seen non-specific evidence of an intruder, and are warning a friend about it.
warning01 “Things do not look right. Stay alert!” warning02 “Be extra vigilant…I believe we might have an intruder.
AI Searching
You are actively looking for the intruder, and are either muttering to yourself or taunting them.
Investigate Alert 3: You’ve seen enough to know that there is somebody there, but you're not 100% sure that it’s an intruder. Still, anyone hiding from you must be up to no good. Number of Wavs: 5 per character
search3_1 "I order you to cease this game and come out." search3_2 "Your defiance is only making things worse, fool." search3_3 "You shall regret disobeying my commands." search3_4 "Do you know who you’re trifling with?" search3_5 "Fool. You do not know who you’re dealing with.”
Investigate Alert 4: You know for sure there is an intruder, and you're looking for him. You’re threatening him as you do, with a voice dripping with menace.
Number of Wavs: 5 per character
search4_1 "You cannot hide forever, rogue!" search4_2 "You shall regret testing my patience, villain." search4_3 "You have made a grave mistake, coming here." search4_4 "Come face me, I command you!" search4_5 “I shall personally oversee your punishment, you coward."
Investigate Alert 4, civilian: As above, but you can’t fight anyone, so you’re a little less threatening. Number of Wavs: 3 per character
search4_civilian_1 “Anyone who dares raise a hand against me shall regret the day they were born.” search4_civilian_2 “Who do you think you are, hiding from me?” search4_civilian_3 “I warn you--my guards shall be here shortly .”
Combat and Pursuit
You have spotted the player and identified him as an intruder. You are either attacking, or preparing to attack. If you're a noncombatant, you're getting ready to flee. Either way you want to draw a lot of attention to yourself, so you are generally shouting loudly.
Spotted the Player, combatant: You see the player and are charging to attack. Number of Wavs: 5 per character
spotted_combat_1 "Surrender or die, villain!" spotted_combat_2 "Hrrrrraaaggh!" spotted_combat_3 "I’ll dispatch you myself!" spotted_combat_4 "Turn villain, and look upon your death!" spotted_combat_5 "My weapon is drawn, slave. Let us end this!"
Spotted the Player, combatant, with help: You're with friends when you finally spot the player. Number of Wavs: 2 per character
spotted_combatx2_1 "An intruder! Seize him!" spotted_combatx2_2 " There he is. Take him at once!"
Spotted the Player with a Body, combatant: You see the player carrying a dead or unconscious person. Number of Wavs: 1 per character
spotted_combat_body_1 "Drop that body and surrender, I command you!"
Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee. Number of Wavs: 5 per character
spotted_civilian_1 "To me! There's an intruder!" spotted_civilian_2 "There’s a cutthroat here. To my side!" spotted_civilian_3 "I don’t want a fight. " spotted_civilian_4 "Help! Defend me!" spotted_civilian_5 "Guards! Protect me at once!"
Killed Player: You’ve won the fight. Taunt the player as he lays dying at your feet.
killed_player01 “That’s the price of disobedience, slave.” killed_player02 “Victory is mine.” killed_player03 “You’ll not bother me again.”
Running Away for help: You're fleeing, either because you don't know how to fight, or you tried to fight and are badly hurt. Call out to for help. Number of Wavs: 3 per character
fleeing_1 "Protect me, friends!" fleeing_2 "To my aid!" fleeing_3 "I yeild! Put up your weapon!"
Coming to assist: A comrade called for help (or you heard sounds of a fight) and you are on your way to assist them.
Number of Wavs: 2 per character
combat_assist_1 "Stand fast!" combat_assist_1 "Courage man! Help is on the way."
Frustrated: The player is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him.
Number of Wavs: 4 per character
frustrated_1 "Come and face me, you dog!" frustrated_2 " Coward!" frustrated_3 "You are simply delaying the inevitable." frustrated_4 "My men will finish you shortly.”
Throw Object at Player: The player is out of reach (such as standing on a stack of crates) and you can't reach him. You're angry and throw something. Number of Wavs: 3 per character
missile_generic_1 "Take THAT!" missile_generic_2 "You dare to mock me? Take this!" missile_generic_3 "Hruh!" [generic grunt]
Shooting: You're shooting arrows at the player. Number of Wavs: 2 per character
archer_1 "My aim is keen.” archer_2 "How many of these do you think you can dodge?"
Attacking : You're grunting and attacking Number of Wavs: 5
attacking_1 "Have at you!!" attacking_2 "Arg!" attacking_3 “Hiya!” etc
Combat, winning: You are winning the fight and take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on.
Number of Wavs: 3 per character
attacking_hit_1 "Is that the best you can do?" attacking_hit_2 "Fool, you cannot defeat me." attacking_hit_3 "My words are in my blade."
Hit the Player + Company: Same as above only your partner is nearby. Brag about hitting the player.
Number of Wavs: 2 per character
attack_hitx2_1 "He cannot defeat me." attack_hitx2_2 "He is ill trained."
Hit By the Player No Damage: The player tried to blackjack you but failed. What an idiot.
Number of Wavs: 1 per character
failed_ko_1 "What? Who dares??"
Combat, losing: The player has hurt you a bit or blocked your attack. You make a comment.
player_blocked_1 "I’ll fight ‘till the last gasp." player_blocked_2 "I’ll ask no quarter from you." player_blocked_3 "A plague on you and your house!"
Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length. Number of Wavs: 3 male
die_quiet_1 "UNH" die_quiet_1 "Arg" die_quiet_1 "HHnnnn..."
Die Loud: Yep. You're dead. Theatrics are welcomed here, though not too over the top. This should be about 2 - 4 seconds in length.
die_loud_1 "GAHHHHHHHHHHH" die_loud_2 "Noooo....." die_loud_3 "Arggghh...curse you...." die_loud_4 "Haaaarg...*gurgle*"
Blinded: You have been blinded by a flash of light.
Number of Wavs: 1 per character.
blinded_1 "My eyes!!"
Gassed: You have been gassed. Cough, sputter and pass out. This should be quick-a second or two at most (it's fast gas). Coughing can be shared among characters Number of Wavs: 1
gassed_1 "..cough cough"
Drowning: You are drowning. Gurgle and choke. Number of Wavs: 1
drowning_1 "Gurgle"
Find States
You have found or observed something that looks out of place. You aren't seeing or hearing the player, but something that might be a sign that an intruder was here earlier. Since you don't expect anyone is nearby, you're mostly talking to yourself.
Suspicious Item, Generic: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a chair is knocked over). It’s strange, and strange things always make you a bit suspicious.
Number of Wavs: 4 per character
suspicious_item_1 "Hmmm, ‘tis not as it should be."
suspicious_item_2 "This is passing strange..."br>
suspicious_item_3 "Who is responsible for this?"
suspicious_item_4 "’tis not right."
Notice Weapon: There is a weapon lying around. How did it get there?
Number of Wavs: 2 per character
notice_weapon_1 "What simpleton has left his weapon here?"
notice_weapon_2 "A weapon? What foolishness is this?"
Notice Door Open: There is a door open that shouldn't be.
Number of Wavs: 2 per character
notice_door_1 "I am certain I ordered the doors to be closed."
notice_door_2 "This should be closed..."
Notice lights off, generic: The lights are off, but shouldn't be--these can be used for all types of light.
Number of Wavs: 3 per character
notice_lights_1 "Who has turned out the light?"
notice_lights_2 "I ordered more lights here."
notice_lights_3 "’tis darker than it should be."
Notice lights out, flame: You notice a torch or candle that should be lit has gone out.
Number of Wavs: 3 per character
notice_lights_flame_1 "’twas a brief flame."
notice_lights_flame_2 "Hmm, ‘tis out.."
notice_lights_flame_3 "Was that not lit but a moment ago?"
Relight light, flame: You notice that a light source is out. You relight it.
Number of Wavs: 2 per character
light_relight_1 "Are there not servants to do this?"
light_relight_2 "I’ll light it, as I have the means."
Refuse to relight Torch: You notice that a flame is out. Refuse to relight it.
Number of Wavs: 2 per character
light_refuse_1 "I’ll not relight these any longer."
light_relight_2 "’tis beneath my dignity to relight these like a common servant."
Notice Blood on Floor: There is blood on the floor. Obviously something serious is going on.
Number of Wavs: 3 per character
notice_blood_1 "Blood?"
notice_blood_2 "What foul play is this?"
notice_blood_3 "What has happened here?"
Found Generic Body: You find a body on the ground.
Number of Wavs: 2 per character
notice_body_generic_1 "Go, fetch a surgeon!"
notice_body_generic_2 "They live still."
Found Female Body: You find the body of a woman on the ground.
Number of Wavs: 1 per character
notice_body_female_1 "A woman has fallen!"
Found Male Body: You find the body of a man on the ground.
Number of Wavs: 1 per character
notice_body_male_1 "A man has been injured."
Found Body Dead: You find a body of someone obviously dead.
Number of Wavs: 3 per character
notice_dead_1 "’tis a sorry sight." notice_dead_2 "Dead? Who did this bloody deed?" notice_dead_3 "Raise the alarm!"
Found Female Body Dead: You find the dead body of a woman on the ground.
Number of Wavs: 1 per character
notice_dead_female_1 "A woman’s been slain!"
Found Male Body Dead: You found a man, dead on the ground.
Number of Wavs: 1 per character
notice_dead_male_1 "Murder most foul. A man has been killed."
Found Body comrade: You find a comrade, dead on the ground. You are outraged.
Number of Wavs: 2 per character
notice_dead_friend_1 "One of our men, slain!"
notice_dead_friend_2 "Who dares to kill one of ours?!"
Recently Found Body: You recently found a body and are relaying the information to a friend.
Number of Wavs: 2 per character
notice_deadx2_1 "Alert the guards, there’s an assassin on the premises!"
notice_deadx2_2 "Someone has committed murder. Arm yourselves and be wary."
Had pocket picked: You had something on your belt, and now it's gone! That's pretty suspicious... though it's possible it *might* have fallen off, so it's not absolute proof of an intruder.
Number of Wavs: 3 per character
notice_pickpocket_1 "’tis most strange."
notice_pickpocket_2 "What? I had it but a moment ago."
notice_pickpocket_3 "I would not be so careless as to drop it."
Found Something Missing: There is something significant missing that shouldn't be. You've obviously been robbed and you know it.
Number of Wavs: 3 per character
notice_absence_1 "Who dares to rob this house?"
notice_absence_2 "Gone! Someone has made a grave mistake!"
notice_absence_3 "Raise the alarm, we’ve been robbed!"
Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it.
Number of Wavs: 2 per character
notice_absencex2_1 "We've been robbed! Alert the guards." notice_absencex2_2 "There is a thief lurking about somewhere. Root them out!"
Greetings
Greeting, Guard to Guard: You spot a social equal who is a guard, on patrol. You greet them casually.
greeting_guardxguard_1 "Greetings."
greeting_guardxguard_2 "Keep a sharp eye out."
greeting_guardxguard_3 "Well met."
Greeting, Guard to Civilian: You spot a civilian/servant while you're working. No time to chat; they need to know how important your job is.
greeting_guardxcivilian_1 "Go about your business."
greeting_guardxcivilian_2 "Move along now."
greeting_guardxcivilian_3 "I cannot be disturbed."
Greeting, Superior: You spot someone who high on the social ladder and greet them.
greeting_xnobleman_1 "Good morrow sir."
greeting_xnoblewoman_1 "Greetings, Lady."
greeting_xpriest_1 "Greetings, Father."
Greeting Generic: A casual greeting.
greeting_civilianxcivilian_1 "Greetings."
greeting_civilianxcivilian_2 "Well met."
greeting_civilianxcivilian_3 "Good evening."
Greeting Inferior. You're a noble and see a civilian. You're better than them.
greeting_noblemanxcivilian_1 "Stand aside, you."
Greeting inferior guard. You’re a noble and see a guard. Evaluate their performance.
greeting_noblemanxguard_1 "Stay alert, man."
greeting_noblemanxguard_2 "Keep your eyes open!"
Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings.
response_1 "Yes."
response_2 "Indeed."
response_3 "Quite Right."
See also
- Vocal scripts overview - Main article on the vocal scripts of AI characters.