Naming Conventions
Surnames:
Most
folk carry a common surname, either a family name or a name related to their
region of origin or job. Sorn Fellhorn, Kara of Windshire, and Tellan
Magewright are all examples of naming conventions among the common folk of the
Five Nations. Those born outside the Five Nations may follow this convention,
or may not carry a name other than their given name.
The royal families that trace
their roots to the original kings and nobles of the Five Nations, as well as
those granted land and titles in more recent times, add an ir’ in front of
their surname. So Queen Aurala of Aundair carries the name of Galifar’s kings,
ir’Wynarn, while a vassal lord identifies himself as Lord Darro ir’Lain. This
practice extends to the Mror Holds and Zilargo, where some dwarf and gnome
families were granted titles by the Galifar rulers.
In a practice that predates
Galifar and was introduced after the War of the Mark, those born of the blood
of the dragonmarked houses add a d’ to their surnames.
First
Names:
Naming
conventions vary greatly between the races.
DHAKAANI: The descendents of the once great Dhakaani empire, this group of creatures exist now only in 3 tribes; Rhukaan Taash, Kech Shaarat and Kech Volaar.
BUGBEARS: Tend to have monosyllabic names, they are
quite gutteral and when translated into common are often descriptors of
violence or bravery. Often they will take their clan name as a last name.
GOBLINS: These creatures are usually common laborers
or even slaves and as such are rarely called by any formal name. Most times
they are given nicknames that describe some physical aspect on their body.
Amongst themselves they have quite formal names that are often recitations of
their heritage, untranslatable in common.
HOBGOBLINS: Being the one time rulers of Khorvaire,
these creatures still think of themselves as royalty. Their naming convention
consists of a 1 or 2 syllable first name, usually using hard consonants and
double vowels.
DOPPLEGANGERS:
Dopplegangers, like their progeny the changelings, collect names their whole
lives. When they are born their parents may call them by any name that suits
their immediate need.
GITHZERAI:
Githzerai do not place much impotance on clan or family, preferring to organize
their society by merit. They have developed a wealth of traditional titles and
ranks that are awarded to individuals as they become warranted, and they refer
to one another by simple names in daily life. Typical names include: Dak,
Duurth, Ferzth, Greth, Hurm, Kalla, Muurg, Nurm, Shrakk, Adaka, Adeya, Ella,
Ezhelya, Immilzin, Izera, Uweya. Typical titles include: Zerth, Ur-zerth,
Fell-Hand, Master of Elements, Planewalker, Swordthane, Spellthane, Rrathmal,
Storvakal.
GNOLLS: The rasping, gutteral language of the Gnolls does not translate well into common. As such Gnolls tend to take on any word that strikes them as interesting in the common tongue as their ‘Common’ name.
GNOMES: Gnomes love names, most have half a dozen or more. As a Gnome grows up, his mother, father, clan elders, aunts, and uncles all give him names. In addition he gains nicknames from virtually everyone he knows. Gnome names are typically variants on the names of ancestors or distant relatives. When dealing with humans or other races that are ‘stuffy’ about names, gnomes pick three names to use: a personal name, a clan name and a nickname. When deciding which names to use, gnomes usually pick ones that are fun to say. Gnome clan names are combinations of common gnome words. Gnomes translate them into common when dealing with humans (or elvish when dealing with elves). Boddynock, Dimble, Fonkin, Gimble, Glim, Gerbo, Jebeddo, Namfoodle, Roondar, Seebo, Zook, Bimpnottin, Caramip, Duvamil, Ellywick, Ellyjobell, Loopmottin, Mardnab, Roywyn, Shamil, Waywocket. Surnames follow the above mentioned surname convention.
GOLIATHS: Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname or honorific assigned by the tribal chief, and a family or clan name. The birth name tends to be short -- often only a syllable or two -- but the clan names often have five syllables or more and always end in a vowel. The honorific isn't a traditional name so much as it is a descriptive nickname, often a two-part sobriquet. The honorific can change at the whim of the tribal chief, whether because a particular goliath did something useful for the tribe (earning an honorific such as "Highclimber" or "Nighthunter") or as punishment for failure (a middle name such as "Latesleeper" or "Wanderslost"). Goliaths who have been exiled from their tribe generally carry a middle name that reflects their status, such as "Solitary" or "Kinless." Some specific roles within the tribe, such as lorekeeper or shaman (described in the Society and Culture section later in this chapter), have honorifics attached to them as well.When introducing themselves for the first time, goliaths always use the first name/honorific/family name construction, translating the honorific into the listener's language if possible. Thereafter, they refer to themselves and each other by the honorific alone. Goliaths traveling among other races sometimes assign honorifics to their comrades rather than use their given names. Male Names: Aukan, Eglath, Gauthak, Ilikan, Keothi, Lo-Kag, Maveith, Meavoi, Thotham, Vimak. Female Names: Gae-Al, Kuori, Manneo, Nalla, Orilo, Paavu, Pethani, Thalai, Uthal, Vaunea. Honorifics: Bearkiller, Dawncaller (see Chapter 5 for details on this prestige class), Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter. Family Names: Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga.
HALF CELESTIALS: These creatures are almost never raised by their Celestial parent and as such, are usualy given names common to whatever race the mortal parent belongs to.
HALF DRAGONS: These creatures are never raised by their Dragon parents, and are given a name common to their humanoid parents race. As they grow older, and discover their draconic heritage, they may take on a more draconic moniker.
HALF TROLLS: Depending on which parent raises it,
the half troll will either have a troll name or one common to the other parents
race.
HALFLINGS: A Halfling has a given name, a family
name and sometimes a nickname. It seems that family names are nothing more than
nicknames that worked so well that they stuck. Typical names are: Alton, Beau,
Cade, Eldon, Garret, Lyle, Milo, Osborn, Roscoe, Wellby, Amaryllis, Charmaine,
Cora, Euphemia, Jillian, Lavinia, Lidda, Merla, Portia, Seraphina, Verna.
Surnames generally follow the above mentioned surname convention.
HUMANS: Human names vary greatly, there is no general rule.
KALASHTAR: Their names have much in common with the name of their people, they are three to five syllables long with a combination of hard and hissing consonants. Male names end with masculine suffixes: harath, khad, melk, or tash. Females end with feminine suffixes: kashtai, shana, tari, vakri. Typical names are: Halkhad, Kanatash, Lanamelk, minharath, Nevitash, Parmelk, Thakakhad, Thinharath, Ganitari, Khashana, Lakashtari, Mevakri, Novakri, Panitari, Thakashtai, Thantari.
KILLOREN:
All killoren names have three syllables, the last denotes their family much
like human surnames. Killoren choose their names themselves upon reaching their
tenth year. Sample names are: Durmindin, Ennimbel, Kettenbar and Shallahai.
LIZARDFOLK:
While there are many lizardfolk clans, most can be divided up into three main
groups. All of their formal names are difficult for other creatures to
pronounce as they are in the sibilant language of the lizardfolk.
BLACKSCALES: Power impresses and drives these large
creatures and they tend to name their children with words that reflect the
strength and power each parent wishes for their child.
COLD SUN TRIBES: The Cold Sun Tribes, while still
primitive are more advanced than the other branches of lizardfolk. In an
attempt to have closer relations with other races, the Cold Sun Tribes have
taken to ‘borrowing’ names from other races. It is possible for a cold sun
lizardfolk to have any name from any of the races.
POISON DUSK: Small, quick and primitive, the Poison
Dusk name their children short sibilant names that describe speed, agility,
alertness or aspects of the swamp they live in.
ORCS:
With a long tradition of Druidic duty and ties to nature, the proud orc race
has fallen into disrepute in the more civilized areas of the world. In the
wilds where their culture has not been diluted they maintain their strength and
dignity. As such, there are 2 naming schemes present in the orc society.
‘Civilized’ orcs, creatures that have left their proud heritage behind, usually
have monosyllabic names that are gutteral and crude sounding, like Kruusk. The
‘Wild’ orcs name their offspring with two names, a formal name and a clan name.
Both sound odd to the human ear but consist of heavy consonants and
‘apostrophied’ segments like Kryll’taan Gruut’toorik.
SHIFTERS:
Shifters use the same names as humans, often ones that sound rustic to city
dwellers.
TIEFLING:
Tieflings tend to take human names, until they decide to differentiate
themselves from their parents. They often take Abyssal or Infernal words that
sound menacing, even if they do not know the meaning of the word.
TROLLS:
Trolls have gutteral monosyllabic names that have no real translation into
common. Creatures that do not speak troll and manage to somehow form a friendly
relationship with a troll, usually give them a nickname that is at least close
to the trolls given name. There does not appear to be any pattern or reasoning
in the troll naming convention and troll names sound like pure gibberish to
anyone that hears them.