Mystara - Player's Survival Kit

Mystara
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cturn, he or she should 6e o6eyed without question 6y lower-ran&ng -r - - - - nu 6et ter-quahfied m L c LLCI LC 3yokespei.wrc. AL cCcsiolzs mauc uy ut this time, includin, rnc im-- -sition o Acts o f f Tunycation, have thefullweght andauthority o our Church 6ehind them (sul;ject to later f x vvv yw'y'w, W,"W Y " . V I , .v W Y W W yv Wl" w,yTrvyY' as a sheep 6ut as a leader, moralandotherwise. L __ 7y evil-doers, s andexhort the Geliever t o never deviate from the narrow path set 6efore , t A. Pgrent’s Profession 01-30 Adventurer (roll on Character Class table) 31-80 Farmer 81-00 Other (roll on the followinrr table) / character. Professions tend to run in families; hence, t is a base 50% chance that a couple will share the sam profession, and a similar 30% chance that a child wil choose to follow in the same line of work as his or he parent(s1. Roll once for each parent; roll separately for edcn child or sibling. Certain races and nationalities will gravitate toward certain professions; for example, fishermen and farmers are rare among the dwarves, while miners, engin blacksmiths dre common. Nevertheless, individu personalities being what they are, any combination possible. Feel free to add other professions appropriate tl O t h e r s Animal Trainer 01-0 03 Artist or Artisan (painter, sculptor, goldsmith, etc.) 04-1 3 Blacksmith 14-1 6 CarpenterlWoodworker 17-1 8 Carter/Hauler 19 Clergy* 20-21 Cobbler (shoemaker)/Leatherworker 92-24 Cooper (barrelmaker) 25-32 Criminal (assassin, guild enforcer, thug) EngineerIArchitect 33 34-35 Entertainer (actorhtress, dancer, musician, etc.) 36-38 Fisherman Forester/H un ter/Gameskeeper 39 40 Cjravedigger 41-48 Cjuarwatchman Innkeeper 49-50 Laborer 51-53 Locksmith 54 Mason/Bricklayer/Roadmender 55-57 Merchant (importer/exporter, caravan master, etc.) Miner Peddler Potter Sailor (includes pirate) Sage Scribe/Cartographer Soldier/Mercenary Storekeeper (choose type of shop) Tailor Tanner Town Crier Wainwright (wagonmaker) Weaponsmaker (bower, fletcher wordsmith, etr position relating to a church or tem 1 2 3 4 5 6 angered diety (struck dead by bolt from the heavens, etc,) became undead activated CURSE magical experiment went awry meddled with artifact petrified or polymorphed 6-8 shadow wraith 13 14-15 16-1 8 mummy spectre vampire 11-12 Stepparent's age 1-4 same as parent 5-6 younger than palrent 7-8 older than parend ni-70 85 rharartw r ; ) i c d hv narmtc hinatic re from Specialist wizards must foci., ..._.._.L_. school and must completely ignore the stud schools. A school whose magic '-most unl called ai ition school. Evc ;chool h OPP' 01s. A spec;, wizard mal mas jol's oppositi-- ;cho Bavin- nr 's ration/Surnrnoning nvolves magic that brings r onjuration SF 5 prc ;Summoning SI ures to c Ito -' caster. lpecialist name: Conjurer. Wowed Races: Humans, halfIbility Requirement: Must ha\ Specialist wizards uevelop resistance to the harmtul effc of their school's magic. When another wizard casts a spell dgains a specialist wizard, the specialist gains a 1-point bonus to hie her saving throw if the spell is from his or her chosen schoc.. For example. if lerhann the Mage casts a MAGIC MISSILE(fro Zain mcing 1 Darts I .rU / I I Character Packground I \ I V ' 4 ,' c Ereasurrs (Bained i A k -'. . - - - / - "CJory and dangL, are all ve:ry well, but urvival's tLz name e game." - Dizricon tbt ru professional survivor Using the Handouts The 24 handouts in this Survival Kit serve a broad range of functions. Twelve of the handouts are certificates that can be customized for your character. For example, the handouts include two diplomas from rival schools of magic for wizard PCs. Similar documents are included for clerics, fighters, and thieves. A handy “Last Will & Testament” form can be used to ensure that your next character inherits at least some of your current character’spossessions if worse comes to worst. A “Help Wanted” poster will help your PC find hirelings. Simple maps of Glantri, Darokin, and Karameikos will help characters h o w where they are and where they want to go. Some of the handouts are geared toward character creation. Three sheets entitled “Family Matters” provide a method of generating an instant family for newly-created player characters. This system is optional, and to keep it as flexible as possible, we suggest that players roll twice for each entry, keeping the prefened or more interesting result. Finally, eight pages of spell lists are provided for players of specialty wizards. These lists sort first- through third-level spells into categories of availability for each of the specialists (Conjurer, Illusionist, Necromancer, and so on). Spells in the specialist’s chosen school are in bold type (remember that specialists gain one extra spell per level from their chosen school of magic); spells forbidden a specialistwizard are listed a t the end. Requirements for becoming a specialistwizard are detailed on the first sheet. For more information on specialty wizards, see PHBR4, The Complete Wizard’s Handbook, Using the ”Fa7e & Fortune” Cad. The deck of 54 “Fan Fortune” cards is an option supplement to the AD&Da game; the D M will decide whether to allow it in your campaign. These cards represent effects similar to those found in a deck ofmany things (see the DUNCE ON MASER^ Guide). Players can call upon the effects of these cards at crucial moments in the game. The cards are an assortment of both helpful and hurtful effects. Some results take effect instantly, while others may not become evident until weeks or months have passed. The duration of such an effect may be temporary or permanent, depending on the card and the DM’s wishes. Fame cards affect the way characters interact. They show how a character’s ever-increasing reputation creates new adventure opportunities, attracts new friends and followers, and sometimes makes a PC the target of new foes. Fonune cards temporarily give a character a boost in luck or an ability. They are a manifestation of those twists of fate that cause a fatal arrow to be deflected by an item carried under the character’s shirt, enable a hero to survive a deathtrap, or allow a uuly epic villain to escape justice at the last moment. The DM retains control of the Fame & Fortune deck at all ~ ~ times. The cards are evaluated at the beginning of the campaign, with the DM removing any he or she thinks may mbalance the campaign. Each player is then allowed to draw one card. The DM may draw one card per level (or fewer, if desired) for the adventure’s major NpCs; the rest of the cards remain in the deck. Players must show their cards to the DM, but should keep them secret from fellow players; these are “aces up their sleeves” that they can produce at suitably dramatic moments like a rabbit out of a hat. The DM has the right to veto any card a player wants to play if its use would disrupt the plot of the adventure in a way that would spoil everyone’s fun. This decision should not be made lightly; a card should not be vetoed if it means the demise of the DM’s favorite villain, but it might be vetoed if it would change the course of an adventure radically If a card is ever vetoed, the player retains the card and may attempt to play it again later. When a card is played and approved, the DM then collects the card and may either return it to the deck or remove it from play. Players are allowed to draw another card each time their characters advance in level; there is no limit to the number of cards a character may possess at any one time. Players may not trade cards, as this would spoil the dramatic effect by revealing the cards’ secrets. Many of the cards may be played in two different ways (for example, “True Love,” “Suffer a Sea-change,” “Switch,” or “Philanthropy”).The DM may rule that if a player draws one of these cards, it affects that player’s character immediately. Alternatively, the DM may allow the player to keep the card and play it later on NPCs or other PCs. Thus, the “Passion”card could cause the player character drawing it to fall madly in love with an NPC or fellow PC, or the player might play it later just as the group is being defeated by an evil sorceress (who then falls in love with the PC, probably taking him and his friends prisoner instead of kiuing them). Each player may play only one card at a time, but other players or the DM may modify the result by playing additional cards in succession. Thus, “Mistaken Identity” can cause one to run “Afoul of the Law,” while “Friends in Low Places’’ may result in the assistant jailor or a fellow prisoner helping a character escape. Similarly, “Roots”may reveal that the villain a PC just defeated is actually the character’s longlost brother; the DM may play “A Change of Heart” to persuade the PC to help his brother escape, or another player may use “A New Leaf“ to help a villain reform. These cards are designed primarily to help the players participate more fully in the ongoing storyline of the adventure. They will be most helpful for low-level characters, providing an edge needed to survive in a dangerous world. DMs can use them to increase the tension of the adventure; villains can use the cards to their advantage as easily as heroes. In all cases, these cards should be used to increase the players’ enjoyment in the game. Dictionary of Names I I One of the hardest parts of character creation, especially for new players, is determining a good name for a character. Yet a good name is an important step toward creating a truly memorable character. Players new to fantasy gameworlds often take the shortcut of choosing familar names out of fantasy literature and popular myth-for example, calling their mages Merlin, Gandalf, or Houdini, their paladins Lancelot or Roland, their druids Taliesin, and so on. They are then faced with the problem of continually explaining, “No, not that Gandalf,” to other players. An opposite but equally serious problem is that of giving characters common, familiar names: Tim the wizard, Fred and Charley the fighters, Betty-Sue the cleric of Thor, Becky the githzerai, and so on. The problem with this approach is that such a character is in danger of becoming a joke-a bard named Elvis, for example, may be hard to take seriously. The best solution is to choose a name that sounds appropriate to an inhabitant of a fantasy world, yet is still pronounceable by the player and his or her friends. Players with a talent for nomenclature might simply make up names (a common practice even in the real world); others may use the lists in this booklet to choose names for their characters. DMs will also find these lists handy when creating nonplayer characters. “Generic” fantasy names-that is, names that cannot be recognized as belonging to any one culture-are always appropriate for player characters. Further, many an adventurer has taken on a descriptive colorful name (whether as a primary name or as a nickname) at the beginning of a career-from a simple nickname (a shy halfling called “Mouse”) to a pseudonym adopted to conceal the character’s identity. Whether adopted by a wizard or cleric upon completion of his or her apprenticeship or chosen by a thief to protect his or her family, an adventuring name adds an extra level of personality to the character. The names listed in the following pages are arranged by nation. Combining names from different sources is possible; simply assume that a character’s parents came from different CuItiirP~ t h n t the character is named after a family nr friend (a parent’s old adventuring partner, pernaps:) from a foreign land. A brief note on the customs of naming in each country follows each list. feel free to create their own names for characters, using the ones given here as models. Aengmor Male names: Falanen, Firnafel, Garafaele, Halfalen, Jacquafarel, Jaflarien, Kanafasti, Laraeden, Lefarel, Maflarel, Malshandir, Myfallar, Nasnaefel, Quanafel, Raffainfar, Ralfamere, Sarantyr, Shallatariel, Siristel, Tarasfir, Telemon, Xatapechtli, Yalfanare Female names: Caerefel, Jennafear, Parafal, Porphyriel, Rafasta, Risardiel, Tanadaleyo The subterranean shadow elves emerged from their cavems a few years ago and took over the woodland realm of Alfheim, sending their surface cousins fleeing to other lands (many eventually made their way north to Wendar). It is unlikely (but not impossible) that any member of this isolationist and sinister folk will become a player character. Surnames are rare among shadow elves; most of these elves are known simply by a single, unique name. Atruaghin Clans &..ale names: Aponi, Arrokoth, Atoni, Awendea, Ayita, Bachewishe, Bitsos, Chapa, Chogan, Chufi-Hutko, Chuli, Debwewin, Goyathlay, Hobachi, Hoimani, Homma-Hacho, Huyani, Irari, Kamama, Kananah, Kanowa, Kinnakli, Lawih, Lihtakats, Migisi, Misai, Mitsis, Nakwisi, Nisimaha, Notawkah, Ogima, Ohapa, Opitchi, Opetenaiok, Paji, Popate, Salali, Sotso, Tassikaya, Tatanka, Tavibo, Tikamthe,Tilipe, Tkalis, Tushka, Tyee, Ukhoohquethoth, Umbachi, Unnuhkankun, Viho, WaKichonze, Weetomp, Weptesh, Wichka, Wingina, Woiviho, Woksape, Wovoka, Wunnegan, Yana, Yatokya, Yeholdgo, Yukpa, Zelozelos Female names: Adsila, Ahmanni, Aiahnichih, Aleshanee, Awenhatagi, Bitskipe, Chimalus, Cholena, Chowat, Chumani, Datsa, Fuschati, Galilahi, Gaondawas, Gatitla, Ilakawit, Isakimi, Ishki-Tahah, Istas, Kimiriela, Koru, Kyatsiki, Macha, Manake, Matoaka, Migina, Mihewi, Miropampi, Mitena, Namid, Nechaun, Niabi, Nihanaina, Nituma, Oawensa, Okshulba, Pakali, Peshewah, Qwannacut, Shandin, Suskuito, Taigi, Taini, Tawya, Tehya, Towayam, Tsawya, Wabanang, Wakpala, Wasajah, Wequash, Wihe, Wihema, Wishtecha, Witalu, Witawata, Woape, Woatwes, Yushbonuli, Zahalani, Zhonta, Zitkala Adventurers from the five clans (Bear, Elk, Horse, Tiger, and Turtle) are rare, as most Atruaghins never leave their homeland. In addition to the given names listed above, each individual will, upon reaching adulthood, gain a descriptive surname befitting his or her appearance, personality, or accomplishments; for example, Fire Eyes, Turtlerider, Moonstalker, Duck Watcher, Mist Dancer, and the like. Aasla, Aendyr, Alphas, Arbana, Ashari, Astriadan, Daricon, Driadne, Ecbashur, Eldrethila, Emeth, Edrecort, Eriadna, Ericall, Haldemar, Halzunthram, Jerbat, Karburan, Kerothar, Lathan, Lourina, Lysander, Mylertendal, Nabonidus, Q u i d n , Raman, Ramissur, Rodomil, Serena, Solinari, Syndylus, Talasar, Tarias, Terari, Thylera, Torenal, Traviata, Tredorian, Trintillia, Tylari, Tylion, Urbaal, Uthar, Volnay, Volospin, Xerdon, Zandor, Z u m r d i , Zyndryl Alphatians do not use family names, nor do they distinguish between male and female names. Although the nation of Alphatia no longer exists as a part of the known world, many Mystarans of Alphatian descent can be found scattered throughout other lands, particularly in the far east and north, on the Isle of Dawn, and in Norwald. Still, Alphatian player characters should be rarewanderers and expatriates who have survived the destruction of their homeland. The list above offers only sample names, as there are no traditional Alphatian names. Rather than naming children after a friend or relative, Alphatian parents simply invent a name to suit their image of what the child will grow up to be (the augury spell thus plays a large part in their naming customs). These names have no meaning; they are chosen by sound rather than sense-and parents will create a name that strikes them as suitably grand, elegant, or impressive. Male and female names cannot be distinguished by their form, as both are equally arbitrary. DMs and players should Darokin Male names: Aden, Ander, Ansel, Arturo, Atwell, Bancohr, Bassanio, Beltramo, Bertram, Boris, Corwyn, Derek, Eldram, Eshram, Francino, Hemy, Jackin, Jons, Jule, Launce, Linton, Loun, Luthier, Martino, Mercutio, Miles, Millington, Quint, Paolo, Reynard, Roger, Rypien, Santhral, Sasheme, Sebastian, Selwyn, Skster, Tangus, Tedor, Thurio, Tomas, Tybalt, Vardon, Wesley, Wilhon Female names: Adriana, Celia, Dionise, Elinor, Elissa, Fenicia, Franchesca, Giletta, Gweneth, Helena, Jaquenetta, Julina, Lucetta, Luciana, Lucilla, Lydia, Maggie, Mariana, Millana, Mitrissa, NerissaJhebe, Phoenix, Portia, Rosaline, Ruthera, Tamora, Treya, Viola Surnames: Arorat, Attleson, Aumerle, Bostitch, Brandifirth, Callister, Corun, Falstead, Faulconbridge, Franich, Hoff, Hallonica, Hundley, Ithel, Kalimi, Kegley, Langley, Linton, Markone, Mauntea, Miggs, Mowbray, Page, Pounder, Rand, Sagar, Scroop, Sforza, Staffleheim, Toney, Tremontaine, Umbarth, Vanisi, Varsho, Vickers, Vonaday, Willoughby, Wocken . s *.; , %, Often called “The Land of Leftover~,’~ Darokin is more of a melting pot than any other nation on Mystara. The dispossessed from all surrounding nations (Glantri, Karameikos, The Broken Lands, Ethengar, Rockhome, Alfheim/ Aengmor, Ylaruam, The Five Shires, Ierendi, Atruaghin, and even Sind) often find their way here, where they settle down and intermarry into the local populace. The last two nturies have seen major influxes from Glantri (nonmages o objected to the establishment of the magocracy there), Ylaruam (those who had supported the Thyaiian or Alphatian conquerors, expelled when the nation gained its independence), and Karameikos (Traladarans incensed by the Thyatian takeover of their homeland), not to mention the recent refugees from Alfheim. Of course, all these immigrants bring their own habits of naming with them. In addition, traders from this mercentile nation travel all over the known world to reach every possible market for their goods. Many marry folk from other lands and bring their new wives or husbands and children back to Darokin with them; others discover interesting names (whether of a person, place, or thing) and later name their children accordL ingly. Altogether, these factors mean that over t i m q Darokin nomenclature has become extremely eclectic, Hence, the names given above represent only a few of the common names in use. Nen-Tai, Neske, Ni-Jin, Nummsas, Nuztai, Obacki, Oruni, Otebu, Ottai, Pabulai, Patai, Pedgha, Pocrick, Potal, Qashi, Qemur, Qertu, Qeranu, Qorrisha, Ro-An, Rotun, Rungu, Russ-Tal, San-Jin, Sempura, Sicontai, Sirona, Susti, Temulin, Trungpa, Uiska, Ullai, Voxila, Waruni, Wastda, Wourick, Yagha, Yest-Tal Tribes and current leaders: Bortaks (Batu Khan), Kaeruts (Huaji Khan), Kiyats (Kadan Khan), Murkits (Moglai the Golden Khan), Taijits (Oktai Khan), Uighurs (Hulagu Khan), Yakkas (Chagati Khan), Yugatais (Timur Kah Surnames are not commonly used by the Ethengarians; instead, each individual is known by his or her clan (essentially an extended family of three to four generations), with the clan taking its name from its current leader (usually the patriarch or matriarch of the family)-for example, “Jemugu of Clan Chimei.” The Five Shircd Male names: Abran, Ashmore, Belden, Benj, Blasko, Bolgor, Brewster, Bungo, Calkin, Cobbler, Dwilcath, Fielding, Filbert, Gully, Gwiston, Hofflik, Harl, Jasser, Jenkin, Jolly, Kepli, Moss, Nip, Nob, Oglentyr, Pelbion, Pelm, Rory, lly, Waiwick, Wash emale names: Dorith, Fern, Hazel, Holly, Jalassa, Jatha, , Linn, Maeragh, Magil, Maple, Meera, Melindy, liciny, Pedderee, Petrilly, Sass, Tabith, Tetha, Willowber Surnames: Alehill, Applebee, Amster, Barrelrider, Ba bur, Bramble, Dappleglade, Dudley, Dunrose, Flintfoot, Foxhollow, Greenleaf, Grubb, Heathertoes, Hillhollow, Hoefurrow, Journeyfoot, Kalliwart, Leafloper, Longbuck, Longquaff, Ogglemurk, Oldfur, Oldhill, Omblestaff, Osgood, Owlhoot, Plashdeep, Plodmoor, Pytchplume, Quettory, Rush, Shindlewood, Shortwick, Standfast, Stoutbottle, Talbot, Tangleberry, Treeshadow, Trencherman, Trundlestump, Tubbins, mblebrook, Upplemere, Wea bee, Woodwort The halfling inhabitants of the Five Shires prefer short, simple names for the most part; nicknames are common among those with grander given names. In addition to the names listed above, halflings are often named after plants or foods. Ethengai Male names: Abaka, Abakan, Abushka, Akbalik, Akjin, Akov, Aksinya, Anaktai, Arghun, Arik, Atika, Baidu, Batu, Barak, Buka, Chagatai, Chibai, Chimei, Cudga, Dasadas, Degke, Duttai, Gakadu, Geidu, Ghazan, Ghokti, Goibban, Grokat, Hatu, Hauji, Hulagu, Jagatai, Jamuga, Jebe, Jemugu, Juchi, Kadan, Kaidu, Kaikhuta, Kaunchi, Kashin, Kassar, Khabul, Khahak, Knyuk, Kogatai, Kogotal, Koja, Kokochin, Kublai, Kuyuk, Madutai, Makbai, Mangu, Medu, Moghai, Mongke, Mongu, Morkatal, Muhuli, Nargabai, Nayan, Noyon, Numughan, Ogodai, Oktai, Orkajin, Ortu, Subutai, Telek, Temujin, Timur, Toktai, Tuda, Tulabugha, Tuli, Ulatai, Ulgatai, Yagatu, Yamun, Yatak, Yesugai, Yestai, Yesugai Female names: Abbuka, Actacta, Actun-tai, Ai-Bantu, AriIO, Astuni, Babari, Beckga, Beirkai, Bryyda, Buitai, Bukhai, Bushgu, Camdu, Chog-yan, Com-Jah, Dasacki, Dest-tai, Erikai, Goihan, Gurricktai, Hat-Tai, Hackerrick, Hulai, Huwel-Tai, Izai, Jallopi, Jerrick, Joulran, Juch-Jin, Kacdan, Kadran-Tal, Kashinai, Kassiri, Kokachin, Kopan, Kowlesin, Kwelon, Lassick, Lisai, Loi-Tan, Loubai, Lowelon, Mahka, Maklai, Mecku, Medu-An, Midulai, Montgha, Mostan, Glantri is composed of many autonomous principalities, most with their own distinct culture (and nomenclature); hence, lists are provided for each. Most Glantrians use surnames, whatever their ethnic origin; the lists provided below are merely a sampling taken from among the mos . . us names in a given principality. Ai The inhabitants of Aalban are descended both from Alphatians and from Thyatians from the Hattias region. Their nomenclature is much the same as that of the Hattian Thyatians and Heldannic Knights, although made-up names modeled on traditional ones are common (no doubt due to Alphatian influence). See the listing under “Heldannic Terrtories” for samples. Boldavia Male names: Arpad, Bela, Bogdan, Boris, Iancu, loan, Istvan, Laszlo, Matei, Matthias, Mihail, Mircea, Morphail, Nikolai, Pavel, Piotr-Grygory, Radu, Sandor, Shurav, Stefan, Vlad, Youri Female names: Natacha, Szasza, Tara, Tatyana Surnames: Bathory, Bogdan, Borsa, Corrin, Datchenka, Gorevitch-Woszlany, Igorov, Ivanov, Kutchevski, Lutescu, Markovitch, Orlovski, Pavlova, Tchernovodsk, Tepes, Timenko, Vladimirov, Wutyla The Boldavians are descendants of Traladarans w h o migrated north and intermarried with the local inhabitants of the region; their names are still strongly Traladaran in flavor, and any of the Traladaran names listed for Karameikos can be used for Boldavian characters. The names listed above, while popular in Boldavia, have fallen out of fashion in Karameikos, where they are now fairly rare. Belcadiz Male names: Alejandro, Carlo, Diego, Duarte, Fernando, Hippolito, Joaquin, Manuel, Maximilian, Miguelito, Ricardo, Sancho, Sebastien, Vinciento Female names: Blanca, Carrnina, Carnelia, Ilona, Isabella, Leotina, Maria, Nicolasa, Sanchia, Victoria, Yolanda Surnames: Alhambra, Alvar, de Casanegra, de Montebello, del Egorn, de Satolas, Monteleone These elves come from a southern clan unrelated to the elves of Alfheim or Wendar, and their nomenclature is as distinctive as their culture. All Belcadiz elves adopt surnames through family pride, giving their children the most grandiose names they can contrive. Bramyra This principality was recently formed as a buffer state between Clantri arid Ethengar; the population is Ethengarian, and its nomenclature is indistinguishable from that of the principality of Krondahar (see below). Bergdhoven Male names: Anton, Barnevelt, Bartel, Bartholomeus, Diedreck, Dirk, Dort, Drenthe, Harbart, Hendrik, Hubertus, Hubrecht, Jissel, Johan, Joop, Joost, Karel, Maas, Nicolaes, Pieter, Tiede, Vanserie, Veit, Wessel, Willem Female names: Anneke, Floris, Juliana, Jutka, Maauld, Marieke, Miep, Rowena, Saskia, Sinaria, Wilhelmine Surnames: Bergen, Boerhaave, Brabant, de Gheyn, de Witt, Flieger, Kern, Krollnar, Linden, Loevestein, Menno, Sonden, Tilburg, Tulp, Uylenburgh, Vandehaar, van Limborch, van Wassenear, Verlien, Vlaardoen These folk are descendants of the original human settlers of the lands that are now Glantri, the Flaems. They see themselves as preservers of the country’s ancient heritage and therefore rarely deviate from traditional names, such as those listed above. Caurenze This principality was wholly destroyed by the meteor strike that created the Great Crater a few years ago; only the prince himself (Innocenti di Malapietra) survived. However, shortly before that time, a number of Caurenzian folk had emigrated westward ,to the newly forming principality of Sablestone, taking their nomenclature with them; see below. Erewan Male: Ethrilord, Ezechiel, Galladin, Qenildor, Thenedain, Unedyrin Female: Aliana, Bethys, Carlotina, Eleesa, Esmeralda, Norelia Surnames: Bilgram, Ellerovyn, Lizzieni, Nathrat, Nyraviel, Soth-Kabee This elven principality is home to a splinter group of elvt from Alfheim. The names listed above are popular amon the Erewan elves but should be supplemented by thos ~ ~