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Atlantean language
Atlantean language
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Atlantean
Dig Adlantisag
Dig Adlantisag
Pronunciationdiɡ ɑdlɑntisɑɡ
Created byMarc Okrand
Date1996–2001
Setting and usage2001 film Atlantis: The Lost Empire and related media
Purpose
Atlantean Script
SourcesConstructed languages
 A posteriori languages
Language codes
ISO 639-3None (mis)
GlottologNone
IETFart-x-atlantea

The Atlantean language is a constructed language created by Marc Okrand specially for the Walt Disney Feature Animation film Atlantis: The Lost Empire. The language was intended by the script-writers to be a possible mother language, and Okrand crafted it to include a vast Indo-European word stock with its very own grammar, which is at times described as highly agglutinative, inspired by Sumerian and North American Indigenous languages.

Creation

[edit]
Linguist Marc Okrand was hired by Disney to create the Atlantean language.

The Atlantean language (Dig Adlantisag) is a historically constructed, artistic language put together by Marc Okrand for Disney's 2001 film Atlantis: The Lost Empire and associated media.[1] The Atlantean language is therefore based both on historic reconstructions as well as on the elaborate fantasy/science fiction of the Atlantis: The Lost Empire mythos. The fictional principles upon which the Atlantean language was created are: Atlantean is the “Tower of Babel language”, the “root dialect” from which all languages descended; it has existed without change since sometime before 100,000 B.C., in the First or Second Age of Atlantis until the present.

To accomplish this, Okrand looked for common characteristics from various world languages and was also heavily inspired by the Proto-Indo-European language. His main source of words (roots and stems) for the language is Proto-Indo-European,[1] but Okrand combines this with Biblical Hebrew, later Indo-European languages such as Latin and Greek, and a variety of other known or reconstructed ancient languages.[2][3][4]

Writing systems

[edit]

Atlantean has its own script created expressly for the movie by John Emerson with the help of Marc Okrand, and inspired by ancient alphabetical scripts, most notably Semitic. There are, however, different kinds of transliteration into the Roman script.

Atlantean Script

[edit]
The Atlantean script and numerals

There is no punctuation or capitalization in the native Atlantean Writing System. Okrand based this on ancient writing systems. The Atlantean Script is normally in boustrophedon, that is to say it is written left to right for the first line, right to left the second, and left to right again the third, to continue the pattern. This order was also suggested by Okrand, based on ancient writing systems, and it was accepted because, as he explained, "It's a back-and-forth movement, like water, so that worked."[1][5]

The Atlantean script includes more characters than are actually employed in the language itself. These letters being c, f, j, q, v, x, z, ch, or th, they were created so that Atlantean might be used as a simple cipher code in the media and for promotional purposes. They are all also based on diverse ancient characters, just like the rest of the alphabet.[1]

Roman Script

[edit]

Apart from the native Atlantean script created for the film, the language can be transcribed using the Roman script. There are two versions for doing so:

  1. Standard Transcription,[6] how the language is transliterated by Marc Okrand himself.
  2. Reader's Script,[6][7] a Berlitz-style notation devised by Okrand, which he hoped would make the Atlantean easier to read for the actors.

Example sentence, broken down:

Nishentop

NEE-shen-toap

spirit-PL-VOC

Adlantisag,

AHD-luhn-tih-suhg,

Atlantis-GEN,

kelobtem

KEH-loab-tem

chamber-ACC

Gabrin

GAHB-rihn

2.PL.FAM-GEN

karoklimik

KAH-roak-lih-mihk

defile-PPERF-1.SG

bet

bet

for

gim

gihm

and

demottem

DEH-moat-tem

land-ACC

net

net

into

getunosentem

GEH-tuh-noh-sen-tem

intruder-PL-ACC

bernotlimik

behr-NOAT-lih-mihk

bring-PPERF-1.SG

bet

bet

for

kagib

KAH-gihb

1.SG-DAT

lewidyoh.

LEH-wihd-yoakh.

forgive-IMP-PL

Nishentop Adlantisag, kelobtem Gabrin karoklimik bet gim demottem net getunosentem bernotlimik bet kagib lewidyoh.

NEE-shen-toap AHD-luhn-tih-suhg, KEH-loab-tem GAHB-rihn KAH-roak-lih-mihk bet gihm DEH-moat-tem net GEH-tuh-noh-sen-tem behr-NOAT-lih-mihk bet KAH-gihb LEH-wihd-yoakh.

spirit-PL-VOC Atlantis-GEN, chamber-ACC 2.PL.FAM-GEN defile-PPERF-1.SG for and land-ACC into intruder-PL-ACC bring-PPERF-1.SG for 1.SG-DAT forgive-IMP-PL

"Spirits of Atlantis, forgive me for defiling your chamber and bringing intruders into the land."

The following is a table that shows the correspondences between the different modes of transcription and also provides the probable IPA values.[5][8][9]

Correspondences
Standard Transcription a b g d e u w h i y k l m n o p r s sh t
Reader's Script ah, uh b g d eh, e oo, u w kh ee, ih y k l m n oa, oh p r s sh t
IPA [ɑ, ə] [b] [g] [d] [e, ɛ] [u, ʊ] [w] [x] [i, ɪ] [j] [k] [l] [m] [n] [o, ɔ] [p] [r, ɾ] [s] [ʃ] [t]

Numerals

[edit]

John Emerson, Marc Okrand, and the filmmakers also created numerals for 0–9. They are stacked horizontally, however, and hold place values of 1, 20, and 400. Their components are based on Mayan numerals and internally composed for the font (example above) like Roman numerals. If used according to the now-offline Official Website's directions, they are used, alternatively, like Arabic numerals.[1][6][10]

Cardinal numbers[11]
Numeral Atlantean English
1 din one
2 dut two
3 sey three
4 kut four
5 sha five
6 luk six
7 tos seven
8 ya eight
9 nit nine
10 ehep ten
20 dut dehep twenty
30 sey dehep[12] thirty
40 kut dehep forty
50 sha dehep fifty
60 luk dehep sixty
70 tos dehep seventy
80 ya dehep eighty
90 nit dehep ninety

Numeral suffixes

[edit]

Ordinals are formed adding the suffix -(d)lag: sey 'three', seydlag 'third'. The d is omitted if the root ends with an obstruent or nasal consonant: dut 'two', dutlag 'second'.[13] Fractions are formed with the suffix -(d)lop: kut 'four', kutlop 'quarter', sha 'five', shadlop 'fifth (part)'.[14] And finally, distributives are formed with the suffix noh: din 'one', dinnoh 'one at a time, one each'.[13]

Phonology

[edit]

Consonants

[edit]
IPA chart of Atlantean consonants
Bilabial Alveolar (Alveolo-)
palatal
Velar
Nasal m n
Plosive voiceless p t k
voiced b d ɡ
Fricative s ʃ [a] x [b]
Approximant w l j [c]
Trill r
  1. ^ Transliterated as ⟨sh⟩ in Writer's Script and Reader's Script.
  2. ^ Transliterated as ⟨h⟩ in Writer's Script (bibɪx, inner cover of Subterranean Tours) and ⟨kh⟩ in Reader's Script.
  3. ^ Transliterated as ⟨y⟩ in Writer's Script and Reader's Script.

Vowels

[edit]

Atlantean's phonetic inventory includes a vowel system with five phonemes. Most vowels have two prominent allophonic realizations, depending on whether it occurs in a stressed or unstressed syllable.

IPA chart of Atlantean vowels
Front Central Back
Tense Lax Tense Lax Tense Lax
High i ɪ u ʊ
Mid e ɛ o ɔ
Low a ə

Vowels in stressed syllables tend to be tense, and likewise unstressed ones tend to be more lax. Thus, for example, /i/ is realized as [i] or [ɪ] in stressed and unstressed syllables, respectively. Likewise, /e/ is realized as [e] or [ɛ], and so on. There are three diphthongs, namely ay, ey, oy.

Aside from the stressed-syllable-based vowel system, the only other example of prominent phonological phenomenon seems to be a special kind of sandhi occurring in verbs, when the pronoun is combined with the aspect marker.

When the suffix for the first person singular -ik combines with tenses that employ -i, -o (Past and Future tenses), it becomes -mik.

bernot-o-ik → bernot-o-mik

But when combined with suffixes that feature -e (Present tenses), the same suffix becomes -kik.

bernot-e-ik → bernot-e-kik

Grammar

[edit]

Atlantean has a very strict subject–object–verb word order, with no deviations from this pattern attested. Adjectives and nouns in the genitive case follow the nouns they modify, adpositions appear only in the form of postpositions, and modal verbs follow the verbs that they modify and subsequently take all personal and aspectual suffixes. However, adverbs precede verbs. The language includes the use of an interrogative particle to form questions with no variation in word order.[1]

Some sentences appear to employ some kind of particles sometimes termed "sentence connectors". These particles are of obscure meaning but are theorized to relate two clauses in a logical yet idiomatic manner.[1] The exact meaning and usage of these particles is not known, but without them sentences are difficult to reconcile with their translations.

ex:

Wiltem

city-ACC

neb

DEM

gamosetot

see-PRES-3SG

deg

PART

duweren

outsider-PL

tirid.

all.

Wiltem neb gamosetot deg duweren tirid.

city-ACC DEM see-PRES-3SG PART outsider-PL all.

"No outsiders may see the city and live."
(But more literally: "He sees the city PARTICLE all outsiders.")

In the example above there is no actual mention of the consequences for outsiders, yet the subtitle in the movie translates it as a warning even without any mention of living or dying. A possibility exists that, in order to match the lip movement of the characters in the movie and the time of the dialogue, the language had to be shortened, often leaving out key parts of the sentence. It is known that the Atlantean lines in the movie were ad-libbed afterwards.

ex:

Tab.top,

father-VOC,

lud.en

person-PL

neb.et

DEM-PL

kwam

NEG

gesu

help

bog.e.kem

be able-PRES-1SG

deg

PART

yasek.en

noble-PL

gesu.go.ntoh.

help-FUT.POSB-3PL

Tab.top, lud.en neb.et kwam gesu bog.e.kem deg yasek.en gesu.go.ntoh.

father-VOC, person-PL DEM-PL NEG help {be able}-PRES-1SG PART noble-PL help-FUT.POSB-3PL

"Father, these people may be able to help us."
(But more literally: "Oh Father, we cannot help these people PARTICLE they will help the nobles."[1]

In this example the sentences seem to be better connected, and the particle is rendered as almost "but, yet". It is difficult to reconcile the two, however.

Nouns

[edit]

Atlantean has seven cases for nouns, five for pronouns and two for numbers.

Grammatical cases

[edit]
Grammatical Cases
Name Suffix Example English Gloss
Nominative no suffix yob the crystal (subject).
Accusative -tem yobtem the crystal (object).
Genitive -ag yobag of the crystal
Vocative -top [1] Yobtop O Crystal!
Instrumental -esh yobesh using crystal
Essive -kup [2] yobkup (as, composed of, being) crystal
Dative -nuh [3] yobnuh (for, to, on behalf of) crystal

Notes:

  1. ^ With the exception of "mat", "mother", which takes the special Maternal Filial Suffix -tim. Note that the only other kinship term, "father", "tab", takes the usual -top.
  2. ^ As discussed in "The Shepherd's Journal" on the "Collector's DVD": ketub-kup (page 4) and setub-mok-en-tem (page 10), setub-mok-en-ag (page 5), and setub-kup (pages 1–4).
  3. ^ As discussed in "The Shepherd's Journal" on the "Collector's DVD": derup-tem and derup-nuh (page 5).

Other suffixes

[edit]
Other Noun Suffixes
Grammatical Function Suffix Example English Gloss
Plural -en yoben crystals
Augmentative -mok Yobmok The Great Crystal

Nouns are marked as plural with the suffix -en. Case suffixes never precede the -en plural suffix. "-Mok" occurs after it.

Pronouns

[edit]
Independent Pronoun
Singular Plural
1st person kag gwis
2nd person unfamiliar moh gebr
familiar gabr
3rd person tug tuh tok sob
Suffix
Singular Plural
1st person -ik -kem
2nd person -en -eh
3rd person -ot -toh

There are five cases for pronouns.

Grammatical cases

[edit]
Grammatical Cases
Name Suffix Example English Gloss
Nominative no suffix kag I
Accusative -it kagit me, whom was (sent), etc.
Dative -ib kagib (to) me
Genitive -in kagin my (my heart, karod kagin)
Instrumental -is kagis by my means, with (using) me, via me, etc. [1]

Notes:

  1. ^ The pronoun analog to the noun instrumental case suffix -esh. Appears in "First Mural Text" on the "Collector's DVD": tug-is.

Verbs

[edit]

Verbs are inflected with two suffixes, one for tense/aspect and the next for person/number.[1]

Tense/aspect suffixes

[edit]

OBLG:obligatory mood POSB:possible

Tense/Aspect suffixes
Name Suffix Example Other Examples
Present Simple Present -e

bernot.e.kik

bring-PRES-1SG

bernot.e.kik

bring-PRES-1SG

I bring

sapoh.e.kik

sapoh.e.kik

I view

Present Perfect -le

bernot.le.kik

bring-PRES.PERF-1SG

bernot.le.kik

bring-PRES.PERF-1SG

I have brought

Present Obligatory -se

bernot.se.kik

bring-PRES.OBLG-1SG

bernot.se.kik

bring-PRES.OBLG-1SG

I am obliged to bring

kaber.se.kem

kaber.se.kem

we are obliged to warn

Past Simple Past -i

bernot.i.mik

bring-PAST-1SG

bernot.i.mik

bring-PAST-1SG

I brought

es.i.mot

es.i.mot

it was

sapoh.i.mik

sapoh.i.mik

I viewed

Immediate Past -ib

bernot.ib.mik

bring-IMM.PAST-1SG

bernot.ib.mik

bring-IMM.PAST-1SG

I just brought

Past Perfect -li

bernot.li.mik

bring-PAST.PERF-1SG

bernot.li.mik

bring-PAST.PERF-1SG

I had brought

Future Simple Future -o

bernot.o.mik

bring-FUT-1SG

bernot.o.mik

bring-FUT-1SG

I will bring

komtib.o.nen

komtib.o.nen

you will find

Future Possible -go

bernot.go.mik

bring-FUT.POSB-1SG

bernot.go.mik

bring-FUT.POSB-1SG

I may bring

gesu.go.ntoh

gesu.go.ntoh

they may help

Future Perfect -lo

bernot.lo.mik

bring-FUT.PERF-1SG

bernot.lo.mik

bring-FUT.PERF-1SG

I will have brought

komtib.lo.nen

komtib.lo.nen

you will have found

Future Obligatory -so

bernot.so.mik

bring-FUT.OBLG-1SG

bernot.so.mik

bring-FUT.OBLG-1SG

I will be obliged to bring

komtib.so.nen

komtib.so.nen

you will be obliged to find

Mood and Voice suffixes

[edit]
Mood suffixes
Name Suffix Example English Gloss
Imperative Mood Singular no suffix bernot!, nageb! bring!, enter!
Imperative Mood Plural -yoh bernot.yoh!, nageb.yoh! (you all) bring!, (you all) enter!
Passive Voice -esh pag.esh.e.nen, bernot.esh.ib.mik you are thanked (thank you), I was just brought
Infinitive -e bernot.e, wegen.e, gamos.e to bring, to travel, to see

In other media

[edit]

Apart from its use in the Atlantis franchise, the Atlantean script is used to encode some English in the video game Disney Dreamlight Valley, mainly in the notes written in the diary of the valley's ruler (the player).[15]

See also

[edit]

Notes

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Atlantean language is a created by linguist for the 2001 Walt Disney Feature Animation film Atlantis: The Lost Empire, serving as the tongue of the mythical civilization of . Designed to evoke an ancient proto-language predating the biblical confusion of tongues, it draws heavily on reconstructed Proto-Indo-European roots to lend authenticity to the film's narrative of a lost advanced society. Okrand, renowned for developing languages like and Vulcan for the franchise, began work on Atlantean around 1996, incorporating a full system of , , vocabulary, and a custom script to enhance the film's world-building. The script blends influences from ancient Phoenician and writing systems, reflecting the intended prehistoric origins of Atlantean as a "root dialect" from which other languages might derive. Phonologically, it employs a typologically common inventory of 15 consonants—featuring two series of voiced and voiceless stops—and five phonemic vowels (/a, ɛ, i, ɔ, u/) without length distinctions, creating a balanced, human-like sound system suitable for the film's human characters. Grammatically, it follows naturalistic patterns with idiosyncrasies to mimic organic language evolution, though the film's usage focuses on limited dialogue rather than exhaustive exposition. In the movie, Atlantean appears in key scenes, such as when protagonist Milo Thatch decodes inscriptions and engages in spoken exchanges, with phrases like Nishentop Adlantisag, kelobtem Gabrin karoklimik bet gim demottem net getunosentem bernotlimik bet kagib lewidyoh ("Spirits of Atlantis, forgive me...") highlighting its ritualistic tone. Despite its detailed construction, the language received limited attention in popular culture, attributed to the film's moderate commercial success and minimal marketing emphasis on linguistic elements. Linguistic studies have since analyzed Atlantean for phonaesthetics, finding it rated neutrally—neither as harsh as Klingon nor as melodic as Elvish tongues—on scales of pleasantness, goodness, and peacefulness, with perceptions varying slightly by speaker gender but overall lacking strong emotional impact. This positions Atlantean as a notable example of cinematic conlanging, prioritizing narrative integration over widespread adoption or fan communities.

Introduction

Overview

The Atlantean language is a fictional developed by linguist for the 2001 Walt Disney Feature Animation film Atlantis: The Lost Empire. Its primary role is to depict the tongue of the ancient, isolated civilization of , lending cultural depth and authenticity to the film's portrayal of a lost world. Designed to resemble a predating the confusion of tongues at the , it draws loose inspirations from ancient languages to evoke a prehistoric origin. Structurally, Atlantean incorporates suffix-based morphology, with verbs exhibiting highly agglutinative patterns that allow for complex word formation through affixation. The language features a unique inspired by ancient scripts, including elements of style and a 20-letter without or capitalization. Approximately 700 to 1,000 words were developed for the , tailored to the narrative requirements of the film rather than forming a complete . Atlantean has no direct real-world ancestor and was engineered to evoke an ancient, plausible sound distinct from modern tongues.

Historical Context

Development of the Atlantean language began around 1996 under commission by Feature Animation for the film Atlantis: The Lost Empire, directed by and . The project aimed to develop a fully to support the movie's narrative of an ancient, advanced civilization. Development occurred during the film's phase, where linguist was tasked with inventing the language to add authenticity to spoken dialogue and written inscriptions appearing on-screen. Okrand, drawing on his prior experience with constructed languages, focused on creating a functional system tailored to the production's needs, completing the core elements in time for the film's 2001 release. Following the film's release, the language saw limited expansion in tie-in media, such as the 2003 direct-to-video Atlantis: Milo's Return, but no significant new vocabulary or was developed. Its cultural impact has been niche, appearing in educational discussions on constructed languages (conlangs) within circles, though the film's moderate performance—grossing $186 million worldwide against a $90–120 million budget—limited broader mainstream attention. As of November 2025, no official revivals or expansions of the Atlantean language have been announced by , though fan communities continue to analyze and document its features through online resources and linguistic forums.

Creation and Development

Design Process

The development of the Atlantean language was led by linguist , renowned for creating the constructed languages and Vulcan for the franchise, and hired by for his expertise in ancient languages and conlanging. Okrand began the construction with a phonological sketch to establish the sound system, followed by developing morphology to define and grammatical structures, while prioritizing the creation of spoken dialogue for the film. The process was constrained by the months-long timeline of the film's production, limiting the scope to essential elements such as greetings, commands, and key exposition phrases, without fully elaborating or a complete .

Inspirations and Influences

The Atlantean language's phonetic system was inspired by sounds common across global languages, emphasizing simplicity and universality to evoke an ancient, foundational tongue. selected phonemes that appear in many human languages, such as basic stops and fricatives, while excluding rarer ones like the interdental fricatives in English, to ensure the language felt accessible yet distinct. This approach drew primarily from Indo-European roots, with influences from ancient languages including , Greek, and Latin. Morphologically, Atlantean adopted an agglutinative structure modeled after non-Indo-European languages like Sumerian and North American Indigenous languages, where meaning is built through chained suffixes rather than inflectional changes. This design allowed for efficient expression of , such as tense, case, and number, while rooting much of the core in reconstructed Proto-Indo-European stems to position Atlantean as a hypothetical language. Influences from Greek and Latin further shaped derivational processes, blending ancient Mediterranean linguistic traits into a cohesive system. The writing system was influenced by early scripts including Proto-Sinaitic, Greek , and , resulting in a 29-letter that prioritizes consonants with diacritics for vowels. Developed in collaboration with artists, it employs directionality to mimic archaic inscription styles, enhancing the visual evocation of an advanced yet lost civilization. Culturally, the language aimed to capture a pre-Indo-European, ancient Mediterranean essence, serving as a neutral "mother tongue" predating diversification like the biblical , without echoing contemporary languages. This objective reinforced the film's portrayal of Atlantis as a sophisticated, isolated . However, the original remained incomplete, with a limited to around 700-1,000 terms essential for the , lacking official abstract concepts that have since seen only unofficial fan expansions.

Phonology

Consonants

The consonant inventory of the Atlantean language comprises 15 phonemes: stops (/p, b, t, d, k, g/), nasals (/m, n/), fricatives (/s, ʃ, x/), liquids (/l, r/), and approximants (/j, w/). In Romanized orthography, these sounds are typically represented with digraphs or familiar letters, such as "sh" for /ʃ/ and "kh" or "h" for /x/.

Vowels

The Atlantean language features a simple vowel system consisting of five vowels: /a, ɛ, i, ɔ, u/. These vowels are all short, with no phonemic distinction for . Vowels have tense and lax allophones depending on stress: in stressed syllables, they are realized as [i, ɛ, a, ɔ, u]; in unstressed syllables, as [ɪ, e, ə, o, ʊ]. Diphthongs in Atlantean are restricted and include /ai, ei, oi/, adding variety to the prosody.

Writing Systems

Three writing systems were developed for Atlantean: the initial Writers' Script by , the primary Atlantean Alphabet used in the film created in collaboration with designer John Emerson, and the Reader's Script—a pronunciation guide for actors.

Atlantean Script

The Atlantean script, known as Dig Adlantisag in the language itself, serves as the native writing system for the Atlantean language, developed by linguist in collaboration with Disney designer John Emerson for the 2001 film Atlantis: The Lost Empire. This script functions as an , featuring 20 primary angular symbols that denote both consonants and vowels. Additional symbols exist for encoding other languages like English in cipher form. Its visual style draws from ancient Semitic scripts such as , along with , Greek, and Latin, resulting in an inscriptional, geometric aesthetic suited for carving into stone or metal surfaces. The script is typically read in a manner—alternating directions line by line, starting left-to-right on the first line—though artistic flexibility allows for variations, such as uniform left-to-right progression in certain film depictions to accommodate visual . In the film, the Atlantean script appears prominently on ancient murals, artifacts, and glowing crystal interfaces, often rendered with luminous effects to convey otherworldly energy and antiquity. These portrayals emphasize its role in preserving Atlantean history and technology, such as etched warnings or instructional panels within the city's . The script lacks standardized or , reflecting its conceptual incompleteness as a constructed system tailored for cinematic immersion rather than full linguistic standardization, with directionality adjusted for dramatic composition in animated sequences.

Romanization

The romanization of the Atlantean language employs a modified form of the Latin alphabet to transcribe its phonemes for documentation, subtitles, and auxiliary materials, facilitating accessibility beyond the native script. This system, developed by linguist Marc Okrand, prioritizes readability and consistency while approximating the language's ancient Indo-European-inspired sounds using familiar English orthography. Key features include the use of digraphs for affricates and fricatives not represented by single letters, such as "sh" for the voiceless postalveolar fricative /ʃ/, "kh" for the voiceless velar fricative /x/, and "ng" for the velar nasal /ŋ/. Vowels are rendered simply with the basic letters a, e, i, o, and u, reflecting their approximate qualities without diacritics in standard usage; however, a stress mark (´) may appear over vowels in detailed linguistic analyses to indicate primary emphasis, typically falling on the first syllable unless otherwise specified. Transcription rules emphasize a one-to-one correspondence between sounds and graphemes where feasible, promoting phonetic transparency for non-specialists. The apostrophe (') denotes the glottal stop /ʔ/, separating syllables or marking elisions in compound forms. For instance, the phrase "Nishentop Adlantisag" illustrates this approach, with "sh" capturing the fricative and standard vowels maintaining simplicity. This scheme was specifically devised by Okrand to bridge the gap between the intricate Atlantean script and practical English-based media, ensuring the language's auditory and visual elements could be conveyed effectively. The appears prominently in the 's English for spoken Atlantean dialogue and in official tie-in materials, such as the of phrases in the 2001 Disney Editions book Atlantis Subterranean Tours: A Traveler's Guide to the Lost City. Minor variations exist in early production materials, including occasional inconsistencies in digraph usage (e.g., "h" versus "kh" for /x/ in some drafts), attributable to the haste of development timelines.

Numerals

The Atlantean numeral system is (base-), utilizing distinct angular symbols for the digits 0 through 19, with place values of 1, , and 400, influenced by Mayan and . These symbols reflect the script's geometric style and are stacked horizontally for multi-digit numbers. Higher numbers are formed using in base-. For example, the number 23 is represented as one unit of plus three units of 1, with the appropriate symbols stacked. This method allows for representation of larger quantities, and the system includes a dedicated symbol for zero. In linguistic integration, numerals are typically expressed as words such as din ("one") or sey ("three"), which can combine with nouns. Ordinal numbers are formed by adding the suffix -lag to cardinal numbers, such as sey.lag ("third"). The documented corpus lacks developed forms for fractions. Atlantean numerals appear in visual media primarily through in-film artifacts, such as ancient maps, journal entries, and architectural inscriptions in Atlantis: The Lost Empire, providing contextual depth to scenes without spoken exposition.

Grammar

The full grammar of Atlantean has not been officially published by or , with details derived from the limited corpus used in the film Atlantis: The Lost Empire and related materials.

Nouns and Declension

Atlantean nouns inflect for case and number using suffixes in an agglutinative manner. There are seven grammatical cases: nominative (zero marking), accusative or oblique (-tem), genitive (-ag), vocative (-top), (-esh), essive (-kup), and dative (-nuh). These suffixes indicate the noun's role in the sentence and are added directly to the stem. Nouns are singular by default. Plurality is marked by the suffix -en, which follows the case suffix if present (e.g., yob "crystal," yobtem "the crystal [acc.]," yobtem-en "the crystals [acc. pl.]"). An augmentative suffix -mok can indicate something large or important, as in yobmok "the great crystal." Possession is expressed using the genitive case -ag, placed before the possessed noun (e.g., Adlantis-ag yob "Atlantis's crystal"). No distinct marking for inalienable possession is attested in the corpus. Atlantean nouns lack grammatical gender but may distinguish animacy in certain contexts through agreement or variant forms.

Pronouns

Atlantean pronouns inflect for person, number, and five cases: nominative (zero), accusative (-it), dative (-ib), genitive (-in), and instrumental (-is). They align with the nominal system but with fewer cases and some stem variations. Personal pronouns include distinctions for first, second, and third persons in singular and plural, with some familiarity nuances. Examples include: kag "I" (1sg nom.), kagit "me" (acc.); moh "you" (2sg nom.), mohit "you" (acc.); tug "he/she/it" (3sg nom.), tugit "him/her/it" (acc.); gwis "we" (1pl nom.); sab "they" (3pl nom.). The first person plural lacks a clear inclusive/exclusive distinction in the corpus. Pronouns can cliticize to verbs or nouns. Demonstrative pronouns are less documented but may use like ta- for proximal and ki- for distal, though specific forms are not fully attested. Reflexive forms are constructed with suffixes or particles in emphatic contexts. Subject pronouns are often omitted (pro-drop) due to verbal agreement marking and number.

Verbs and Conjugation

Atlantean verbs are agglutinative, with followed by suffixes for , voice, and /number. The structure allows stacking of affixes for complex meanings. is subject-object-verb. Tense and aspect are marked by infixes or suffixes: -e for present/simple, -i for , -o for . Examples: bernen-e-kik "I carry" (present, 1sg); bernen-i-mik "I carried" (, 1sg). Perfective or habitual aspects use additional markers like iterative -ra, but details are sparse. and number follow the tense suffix: -ik (1sg), -mik (1pl? variant), -tot (3sg), -kem (1pl). Mood includes indicative (default), imperative (zero or -yoh for plural), and subjunctive with -lo in some analyses. uses -esh, shifting to focus (e.g., bernen-esh "is carried"). Causatives may employ -mu, but not fully attested. Negation prefixes n- to the root (e.g., n-bernen-e-kik "I do not carry"). There is no copula; equative sentences use .

Usage in Media

Atlantis: The Lost Empire

In the 2001 Disney animated film Atlantis: The Lost Empire, the Atlantean language serves as a key element in portraying the isolated, ancient , appearing in spoken to convey cultural depth and plot progression. Created by linguist , it features over 30 unique phrases integrated into character interactions, often delivered during moments of revelation or conflict. Notable examples include "súpak," meaning "hello," spoken by Atlantean inhabitants to greet outsiders, and longer exposition lines such as "Nish.en.top Adlantis.ag, kelob.tem gabr.in karok.li.mik bet gim demot.tem net getunos.en.tem bernot.li.mik bet kag.ib lewid.yoh," translating to "Spirits of , forgive me for defiling your chamber and bringing intruders into the land," uttered by the villainous Rourke in a moment of desperation. Protagonist Milo Thatch, a linguist, also employs halting Atlantean phrases like "Wil.tem neb gamos.e.tot... deg duwer.en tirid" ("He sees this city... for all foreigners") to bridge communication gaps with characters such as Princess Kida. Visually, Atlantean inscriptions appear extensively on crystals, walls, and vehicles, reinforcing the film's themes of hidden knowledge and technology; these are typically translated via narrative devices like the glowing crystal necklaces worn by Atlanteans, which enable cross-linguistic understanding. The script's boustrophedon style—alternating direction line by line—appears in scenes depicting the city's architecture and artifacts, such as the murals in the royal chamber, contributing to the sense of an evolved, self-contained society. The audio design incorporates phonetic coaching for voice actors to ensure natural delivery, blending Atlantean lines with English for broader accessibility while maintaining immersion through subtle subtitles. Actors like (voicing Kida) and (voicing King Kashekim) performed extended dialogues, such as Kida's plea "Gwees doh-sep-tem soh-bin kwahm ah-lih-teh-kem" ("We do not need their help"), with emphasis on rhythmic intonation to match the language's Proto-Indo-European-inspired structure. During production, the phrases were carefully scripted to align with animation lip-sync requirements, involving iterative adjustments between Okrand, animators, and directors to fit mouth movements without compromising linguistic integrity. A partial glossary appears in supplementary materials, including the film's DVD extras and art books like Atlantis: The Lost Empire - The Art of Atlantis, offering translations for select terms to aid viewer appreciation. The language's implementation bolstered the film's world-building and exotic allure, earning praise for its innovative role in , yet it remained underutilized overall to prioritize clarity for a family audience, with most key plot points conveyed in English.

Other Appearances

Beyond the original , the Atlantean language has seen limited but notable use in media and merchandise. In the 2001 video game adaptation Atlantis: The Lost Empire, players collect Atlantean symbols representing elements of the constructed script, integrating it into puzzle-solving mechanics as part of Milo's linguistic expertise. The sequel Atlantis: Milo's Return (2003) features brief Atlantean phrases in dialogue and on artifacts, extending the language's role in storytelling without significant expansion. The by Lara Bergen includes an appendix with a basic phrasebook of key terms and translations, aiding readers in understanding the film's linguistic elements. In comics and merchandise from the early , Atlantean appears sparingly. The adaptation (2001–2002) incorporates the script for background inscriptions on ancient structures and documents, enhancing visual authenticity. Disney trading cards from the era featured select phrases with English translations, such as crystal-related terms, to educate collectors on the conlang. Fan and academic interest has led to unofficial extensions by linguists and conlang enthusiasts. In the , conlang communities analyzed Atlantean for its Proto-Indo-European roots and grammatical structure, with discussions in online forums and conferences like the Language Creation Society's LCC series. Linguists have produced unofficial dictionaries compiling the limited canonical vocabulary into expanded lexicons for study, though these remain non-official. As of November 2025, no new official content has emerged, coinciding with preparations for the film's 25th anniversary in ; however, occasional references appear in Disney retrospectives, such as linguistic breakdowns in histories, and fan-created online translators continue to generate interest. AI tools have generated sample phrases based on Okrand's , but these are experimental and not . Overall, Atlantean lacks a full corpus, with appearances largely referential—using existing phrases or script—rather than generative new material.
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