What's in a Name

What’s in a Name

(By any other Name)

In medieval society it was common for most people to have one name, a calling name that would be used in every day conversation (Bob, John, Sally etc.). IF the person needed to be further identified then modifiers or additional names would be used. One common habit was to name the person after the region that they came from (ie. Sue of Winterhaven or the Montana Kid). Or the person may be named after their profession (John the Blacksmith) this could be shortened to another form over time (John Black). John Carpenter would be short for John the Carpenter or John Capenterson for John the son of the Carpenter.

Another common identifier would be an adjective or adverb that describes the person (Jane the Boastful or Jim the Wise, or Bruno the Giantslyer). Another way to name people came from their parent’s profession or from their homelands; Titled folk would have a more complex name usually preceded by their title (Sir Kay or Duke Atries). As families grew the name became a good way to honor their ancestors so additional names were added (John Alfred Black would by John of the Black family with a favored ancestor named Alfred). It also became fashionable to continue using the same name in a family. Alfred the III was the third person, in that family’s recent history, to have held the name Alfred. His father would most likely have been called Alfred Junior and his grandfather would have been known as Alfred Senior.

It wasn’t until later in history that the regular use of last names, designed to be family names, came into wide spread use. This is beyond the scope of most D&D and Pathfinder games. Therefore “proper” last names like Blake would not be used except for some long lived noble families.

Names can also be influenced by the person’s profession. Most thieves would like to use an alias as their working name. Fighters like to use intimidating names to scare their foes (Eric the Strong) and priests like to use a name relating to their religion (Albert, the Sword of Gorm). Or they might use names that stand for their position or title (Eric the Scribe or the Paladin Major Jospeh). Wizards and Sorcerers think for the long term and favor names of power (The Wizard Tim is famous for fire magic and well known). Dragons seem to favor complex Latin sounding names (Majeldembraxis).

Gnomes and dwarves seem to like long names, that describe themselves or their family history. Gnomes like complex names (Grum Ezecebenezer) and dwarves like descriptive names telling of their exploits, themselves, and their families (Burn Stonehammer of the Ironfist Keep, son of Krobin orc-smasher). Elves like to use natural sounding names (like Whistling Brook), Orcs like shorter more brutal names like (Orn Giantkiller). Halflings and other races tend to take on the names of whatever is in local fashion, often those found in human communities. Halflings also like to use various pseudonyms and nicknames which they will sometimes keep as middle names. Elves often feel that the name should identify important aspects of the person; including place of origin, family history, and something about the person (Evenrude Firehandler of Oshoon and the Bright Oak Clan). Typically, the elf will shorten their name for ordinary conversation (Even Oak). To learn the full name of a elf or dwarf is a high complement and evidence of a large degree of trust.

A famous saying goes: “To name a thing is to know it and with that knowledge comes control.” Many people have a secret name that they only share with family and friends or loved ones. In the series Wizard of Earthsea by Ursula K. LeGuin creatures were given a “truename” and the science of wizardry was being able to use the “truename” for an item and making it respond to that name.

Drives, Ambitions, and Reasons behind a name

A character is more than a set of stats. For some it is enough to just sit in the chair, roll the dice and move their figures around—they tend to play the game as a wargame.

The real challenge and reward lies in the role-playing rather than the roll playing; where you take on the actual characteristics and persona of your character and that usually starts with their name. Other players often create an idealized version of themselves—a separate imaginary person, but usually a real character has their own drives, ambitions, motivations, and reasons for why they are doing what they are doing. This is what makes a character come to life, it does not require pages and pages of background history, or wearing a costume for the game. What is needed is a clear idea of the character’s own goals, ideals, their background, what they stand for and how they relate to others. Another good thing would be to make up a name that is pronounceable and rememberable by the rest of the party. For example I would have trouble prouncing Xcmptl.

Symbols, Scars, Dreams and Memories

Events in a person’s life are often impressed into the flesh in the form of scars, symbols, or tattoos. Their dreams and if in nothing else in their memories live in a character's name. Taking up one or more of these can form a basis for a character or a character’s name.

A symbol could be religious, historical, or a weapon. For Countess Gold Peak it is the family house built on Gold Peak Mountain. For Buster Mongoose it is the family crest which contains his favorite animal, who also represents the family business of snake hunting. Another example of a good symbol could be the medallion given to a paladin or fighter upon admission to their order, or to recognize a battle, or as reward for a heroic achievement. In the US Army their developed the habit of giving challenge coins to respected individuals as a sign of that respect. The idea being that it was a physical memento that could be carried. There could also be a call made in a bar to produce your challenge coins and those who did not have one had to buy a round of drinks for those who did. Symbols could also be a sign of failure; like the doll from a child that the rogue was unable to save. Sometimes we learn more from the failures in our life than from the successes. A symbol could also be a scar, a brand, or a battle wound. Say the orcs of Goldstone Mountain branded all their prisoners with a broken sword on the arm to symbolize their having been beaten by the orcs. In Puritan America women who committed adultery were often branded with a letter 'A' for adultery, there is a famous book based on this called “A Scarlet Letter.”

What scars, symbols, dreams or memories does your character carry?

There has to be more to life!

Often the cry of, a wet behind the ears, adventurer; someone who has seen relatively little of the world and is dissatisfied with what their home has to offer. Many great stories start with the voyage of discovery that a young person undertakes when they first leave home. At one point we were all this young and just starting out on our careers, you can take something from this experience and use it to breathe life into your character. They often share a dissatisfaction with their home and the comforts of family and hearth seeking to adventure to learn more, earn more, or just gain respect. They may have heard tale tales of the huge trees in the grand forests where the elves dwell, or they may seek the redwood forests of their ancestors, or the new lands of the burning sun. Characters with this motivation often fixate on a mental image. Their dissatisfaction with their homes comes from their comparison between this mental image and their image of home. Somehow the image of far away seems brighter and better than the image of home. Many of these characters return home disillusioned with the fantasy they found that never lived up to their ideal. Some of these characters go on to find a richer life then they even knew was possible. A character might also have an object as a focus; something that represents their goals, something exotic and alien to their humdrum life. Each of the Indiana Jones Movies revolves around a relic that is such an item and Indiana often finds the true story is the adventure in achieving that relic rather than the relic itself. He even finds out that giving the relic to the proper person is the ultimate sign of respect.

Often newly minted characters start out with this type of dream. What kind of journey is your character on?

I am the One and Only

Characters with this motivation want power, power, and more power. In a way the game shapes this vision since characters get more powerful as they advance in levels finally reaching their capstone abilities or even, occasionally, entering into mythic levels. This path may be laid down by the character or by their family, or by their society. To characters with this motivation they relish the feeling of being in control, and rarely are they satisfied with what power they have. This is a typical motivation for those brought up in noble families or for the rich and those who own lands and titles. It is what motivated a lot of politicians into their current roles, and for some this continual quest for more power became their doom (almost every boss fight seems to be based on this idea).

How far has your character gotten on their quest for power?

This one’s for you Mum!

This motivation is instilled in the character at an early age. They are following a path laid down for them by their favorite teacher, their village elder, or their parents. Often this kind of training comes along with a moral code. It could be the fundamental reason for a paladin to take up arms, it is often the reason why a ruler has stepped into the shoes of greatness and it has been the start of many a dynasty. Characters with this motivation have a path laid out for them, they know it is “right” to stick to this path and it is “wrong” or even “evil” to depart from this path. When in times of danger or trouble the character thinks back to what their moral teachers would tell them. They reflect on past lessons and envision future glories “if only they stick to this path.” Superman followed this path, he knew at an early age, that he was different than humans and that he wanted to help. As he grew he studied to be a news reporter so he could be close to the flow of information to know best where to apply his talents and his gifts. Whenever, he has a moral quandary he returns to the lessons of his parents and his adopted parents. Evil characters often mock people with this attitude as “boy scouts,” indeed Lex Luthor often mocked Superman with this title. Yet Clark is stronger for his family and his love. The name "Superman" is a complement to humanity because he identifies as one of us, just stronger and more capable.

Was there a favored instructor, leader, family member, or another who set your character on your road to glory?

Duty Calls

This motivation is instilled in a character at an early age. The character underwent a formative experience in service to an organization, institution, church or similar body. They match their will to that of their organization. This does not mean the character is a two-dimensional creature or a mere machine, they simply know their responsibilities, their duty, their calling. This motivation is typical for military characters or characters who serve a public duty, like police officers. Duty is often symbolized in an object, such as a uniform or badge, or a weapon. So strong are these associations that the duty-motivated characters are participants in socially beneficial groups; a gang member who is fanatically loyal is just as driven by duty as a patriotic solider who believes completely in his cause. One interruption of Batman could be that he is following in the footsteps of his father. His father was more than doctor, he was a city leader, and he instilled these morals into his son. However, the defining moment was when Batman’s parents were killed, which eventually turned him into a crime fighter. In the epic series "Kung Fu" the primary character always had flashbacks to his time in the monastery and the lessons he learned which in turn taught him how to deal with the injustice that he came across.

What call of duty does your character answer to?

Speak, Lord, for thy Servant Faith approaches!

Some characters are motivated directly by the gods, not by any earthly desire. They are usually very young when the spiritual powers contact them. They are inspired by the gods and typically show greater than usual interest in the religious rites and rituals of a specific god or being of power. It is possible that their inspiration was a god that is unpopular with their community; such as a deity of chaos, evil, trickery, or rogues (sometime even all of the four as in Loki). A character with this motivation has little self-interest, while his faith and conviction lasts, they see themselves as their deities’ chosen instrument. This type of motivation does not assume that their deity is in continual contact with them, it is more a measure of the character’s devotion to their deity, which is a drive as powerful as a soldier’s military discipline. This kind of motivation usually fixes itself upon a memory of an experience, the first time when the deity’s presence fixed itself in the character’s mind. Such characters also look to their holy symbols as motivation. It was the word of God that gave Joan of Arc her duty, her conviction, and her discipline and eventually became her downfall.

Did god speak to your character? If so what did she have to say?

The minstrels shall sing of me!

This motivation has, at its root, one goal; fame. Characters with this ideal burn inside with the wish to be recorded in legend and song, to be commemorated, memorialized and to become the inspiration for some future adventurer. Typically, characters with this motivation are narcissistic, arrogant and self-centered. Their successes are exaggerated, embellished, or built upon the success of others, while their failures are brushed off, explained away, or described as someone else’s fault. The wish to be famous can arise from heroic legends told to them as a child, or from expectations placed upon a person by circumstances of birth or “station.” Fame-motivated people are brave and can be genuinely heroic, as long as they know the eyes of the world are upon them. After all they cannot afford to let their admirers down. This is a somewhat immature motivation, and as the character gains experience and grows as a person they may set it aside in favor of goals that have more to do with other’s needs than their own. Characters with this motivation often personalize their armor and weapons so that others can identify them by their distinctive equipment. They are likely to hire bards to tell stories and sing of their acts to form their own legend.

What will the legends tell of your character after they are done?

It’s what they would have wanted

This kind of motivation is keyed by the memory of others who are now dead, to whom the character feels they owe some kind of debt. This motivation may be only temporary, lasting until the character believes they have paid off the debt, or it may form into an entire career (such as when Bruce Wayne became the Batman). A typical instance of this motivation is when a character swears to accomplish something that a dying person cannot achieve, and the character takes up their burden to accomplish their goal. This motivation can be the reason for a character to follow in another’s footsteps, such as a son taking up the mission of his dead father. The motivation is almost always a memory, though it may take the form of an object or souvenir of the dead person.

Is your character trying to finish the mission of another?

I am needed!

This character has a drive that resembles that of those driven by duty. The character’s own needs are unimportant to them, others need them, their call is to serve others; a family, a tribe, a country or even just a group of friends. These characters exist only so they can be useful. Their ultimate call of service would be to lay down their life in service to their call. When Gandalf the Gray stayed behind to face the Balrog it was to save the Fellowship of the Ring, he didn’t know that he would survive it. The experience changed him, thus he took on the name of Gandalf the White. Characters with this motivation live only so that they can be useful. They are fond of working in groups, because there are many possible roles they can fill. The worst thing to happen to a character with this kind of motivation is for them to fail to fulfill a responsibility. If they let down one of their dependents they will feel it acutely and will go to great lengths to make amends. This kind of motivation is more common in older than younger characters, as adventurers grow older they turn to the next generation in order to complete what they could not. Teachers and advisors often find themselves taking up this task at the expense of their own comfort and retirement. Usually, the focus for these characters is a memory. They could fix on a time when they were a provider, or caretaker. Motivations don’t have to be grandiose things, they can be spurred on by an incident that anyone else might find trivial.

Is your character needed, is there some goal unfinished in their life, or the lives of those who preceded them?

“O God, Send me enemies of quality!”

This motivation drives those who seek to combat quality foes. This ideal is held by those who continually seek to test themselves against by fighting stronger more skilled opponents. Adventure is a way to find danger and risk with the reward of further conflict and greater growth. Characters like this may take their fight personally, but often does not, unless they have some reason to hate their foes. It is the clash itself that appeals to them, the honor of the fight, and the call of battle. Characters of this type are often fighters, or primarily combative characters, but not always. They are characters who seek out the challenge because it is difficult. Often, they are bored or frustrated at higher levels, when things become too easy. This may have been the motive for Ulysses to join the wars described in the Iliad and the Odyssey. It definitely was the story behind Hercules in his quest to prove himself. It was the most common motivations for Greek mythos. These stories typically revolve around the characters first important victory. They remember the rush of adrenaline, the sense of power, the sense of accomplishment that they feel after every major battle; no mater if it was on the battlefield or in the schoolyard.

Is your character seeking glory through battle? What was or will be your character’s most important battle or accomplishment?

I’ll show them!

Revenge is often the strongest motivation of all. Revenge can be against someone specific, someone who fills the character with hatred for that person or anyone who reminds them of that individual who wronged them. Often these people become bullies and tyrants, but a few are able to rise above the crowd and prove themselves in other ways. Some of these characters may have risen on their own, but most rose in the face of humiliation handed out by someone who was stronger than they were. One powerful driver of this kind of motivation is the goal of proving their tormentors wrong. They may have had an unfortunate birthmark, a bad scar, a facial blemish, or a high voice, or be short in stature, or just socially awkward. They are haunted by this torture, the memory of it drives them and in their private moments it taunts them with reminders of a time when they had no power. The harsher the formative experience the less mercy they are likely to show their foes.

Was there a misfortunate event in your character’s past, or is there a distinctive feature or trait that sets them apart from their piers? Were they bullied in their past?

Just give me the money!

To this character the only thing worth achieving is wealth. Many mercenaries follow this code and the vast majority of hack-and-slash players find this as their primary motivation. It is often easy to identify with people who are materially motivated, that is the key motivation under the theory of capitalism. Many games start with a rich patron offering a material reward for a mission or job. Many journeys start out with the party being hired to go somewhere and do something in exchange for a reward. It is why Bilbo Baggins joined the dwarves on their perilous quest. This can be a very powerful, if somewhat one dimensional, motivation. Characters with this motivation are not necessarily evil, but it helps, often they are neutral, but they can be good, just a little self-serving. The lure of material reward has little to do with spiritual goals, or ideals, it has to do with the accumulation of power in the form of wealth. The most common alignment with a D&D adventuring party seems to be chaotic greedy.

Is your character in it only for the wealth?

I will survive!

Survival is the primary goal here. This may seem to be incompatible with an adventuring lifestyle, survival-oriented characters are determined to live their life on their own terms. They may have escaped a terrible accident in the past; such as the only ones left after a massacre, or represent the last members of a dying line (like dwarves). They adventure to gain wealth, power, and renown, but their aims in doing so are to improve their best chance of survival. These characters carry scars, physical or emotional, reminders of times when they came close to death. Some are reluctant to show their motivations, while others proudly display them for all to see; openly sharing it with a world that is trying to kill them.

Is the will to survive your character’s primary motivation?

“My name is Diego Montoya, you killed my father, prepare to die!”

Like the revenge motivation this character’s goals are to avenge a personal tragedy. Much like the “I’ll show them” motivation the character is driven to prove themselves against a personal foe. The most common source of this motivation is the death of a loved one, dependent, parent, lover, spouse or another person they were close to. Extreme cases leave the individual the sole survivor of their home, their village, or even their tribe. This experience causes the character to undergo a personality change leaving them only with thoughts of vengeance, no mater what may have motivated them before. Characters with this motivation may take on other jobs, after all they need to pay for expenses, but they will always seek to return to their core mission; their vengeance. Once these characters achieve their goal life may feel hollow and purposeless afterwards, as they built their whole reason for existence around a goal that is now complete.

Where you the survivor of a great tragedy that left you with a purpose of revenge?

Never again!

Something that never should have happened has occurred in this character’s life. They may have already lost one important battle, or neglected one crucial duty and others have suffered or even died as a result of this. They are motivated by the need to purge themselves of the guilt of their first failure and the desire to stand between others, the innocent, and a fate that means certain doom. They have a keener grasp of their role than a character motivated only by duty, because they have seen the dark side caused by their failure. They have seen what happens if they don’t succeed and they have vowed to never let that happen again. The character blames themselves for what happened in their past, even if they may have been powerless to prevent it from happening. The circumstances of this loss will vary from character to character and their loss may be unique. This motivation causes the character to fixate upon a time before the event, when their life was happier. Commonly they suffer from nightmares in which their losses are relived, over and over again.

Did your character lose a loved one, a loss so great, that it set them on the path to greatness?

What motivates your character and how does it effect your choice in a name for them?

Inspired by Mongoose Publishing’s Classic Play Book of Adventures.

Titles and Ranks

(Generally, in order of precedence)

Nobles/Politicians: Censors, Consul, Esquire, Ambassador, Knight, Patrician, Lord/Lady, Minister, Judge, Baronet, Justice, Baron/Baroness, Earl, Marquis, Viscount/Viscountes, Count/Countess, Duke/Duchess, Prince/Princess, King/Queen, Emperor

Overseer, Representative, Imperator, Legatus, Attache, Minister, Headsman, Chief, Governor, Lictor, Tribune, Senator, Justice, Judge, Precinct Judge, Magistrate, Chief Magistrate, Officium, Praetor, Chief Judge, Supreme Judge, Prime Minister, Dictator

Air Force: Airman, Airman, Airman First Class, Senior Airman, Staff Sergeant, Master Sergeant, Senior Master Sergeant, Chief Master Sergeant, Command Chief Master Sergeant, Chief Master Sergeant of the Air Force, Lieutenant (1st and 2nd), Captain, Major, Lieutenant Colonel, Colonel, General, Brigadier General, Major General, Lieutenant General, General Air Force Chief of Staff, General of the Air Force

Leading Aircraftman, Senor Aircraftman, Senior Aircraftman (Technician) Junior Technician, Corporal, Sergeant, Chief Technician, Flight Sergeant, Warrant Officer, Flight Cadet, Pilot, Pilot Officer, Flying Officer, Flight Lieutenant, Lieutenant, Squadron Leader, Wing Commander, Group Commander, Group Captain, Air Commodore, Air Vice-Marshal, Air Marshal, Air Chief Marshal, Marshal of the Air Force

Airman, Leading Aircraftsman, Corporal, Sergeant, Junior Warrant Officer, Warrant Officer, Master Warrant Officer, Flying Officer, Flight Lieutenant, Squadron Leader, Wing Commander, Group Captain, Air Commodore, Air Vice Marshal, Air Marshal, Air Chief Marshal, Marshal of the Air Force

Army: Private, Private First Class, Gunner, Trooper, Bombardier, Specialist, Corporal, Sargent, Staff Sargent, Sargent First Class, Master Sargent, First Sargent, Sergeant Major, Command Sergeant Major, Sargent Major of the Army, Warrant Officer, Chief Warrant Officer (2nd, 3rd, 4th and 5th class), Lieutenant, (1st and 2nd class), Captain, Major, Lieutenant Colonel, Colonel, General (Brigadier, Lieutenant, Major), General of the Army

Private, Lance Corporal, Corporal, Sergeant, Staff Sergeant, Color Sergeant, Warrant Officer (Class 1 and 2), Officer Cadet, 2nd Lieutenant, Lieutenant, Captain, Major, Commandant, Lieutenant Colonel, Colonel, Brigadier, Brigadier General, Major General, Lieutenant General, General, Field Marshal, General of the Army

Sepoy, Lance Naik, Naik, Naib Sudedar, Subedar, Subedar Major, Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, Brigadier, Major General, Lieutenant General, General, Field Marshal, Valorous

Marines: Private, Private First Class, Lance Corporal, Corporal, Sergeant, Staff Sergeant, Gunnery Sergeant, Master Sergeant, First Sergeant, Master Gunnery Sergeant, Sergeant Major, Sergeant Major of the Marines, Warrant Officer, Chief Warrant Officer (2nd, 3rd, 4th, 5th Class), Lieutenant (1st and 2nd Class), Captain, Major, Lieutenant Colonel, Colonel, Brigadier General, Major General, Lieutenant General, General

Navy: Seaman (Recruit, Apprentice, Master), Petty Officer (1st, 2nd, and 3rd Class), Chief Petty Officer, Senior Petty Officer, Master Chief Petty Officer, Command Master Chief Petty Officer, Master Chief Petty Officer of the Navy, Warrant Officer, Chief Warrant Officer (2nd, 3rd, 4th and 5th Class), Junior Officer, Ensign, Lieutenant Junior Grade, Lieutenant, Lieutenant Commander, Commander, Captain, Rear Admiral, Commodore, Vice Admiral, Fleet Admiral

Rating, Leading Seaman, Leading Hand, Petty Hand, Petty Officer, Chief Petty Officer, Warrant Officer, Acting Sub-lieutenant, Midshipman, Sub-Lieutenant, Lieutenant, Lieutenant-Commander, Commander, Captain, Commodore, Rear Admiral, Vice Admiral, Admiral, Admiral of the Fleet

Seaman (1st and 2nd Class), Leading Seaman, Petty Officer, Chief Petty Officer, Master Chief Petty Officer (1st and 2nd Class), Sub-lieutenant, Lieutenant, Lieutenant Commander, Commander, Captain, Commodore, Rear Admiral, Vice Admiral, Admiral of the Fleet

Police: Cadet, Recruit, Trainee, Probationary Officer/Trooper, Junior Policeman, Gendarme, Probationary Agent, Constable, Deputy, Deputy Sheriff, Sheriff, Agent, Officer, Sub-Inspector, Trooper, Patrolman, Corporal, Special Agent, Station Inspector, Senior/Master Trooper/Patrolman, Sergeant, Detective, Inspector, Master Deputy, Senior Deputy, Senior Deputy Sheriff, Chief Inspector, Staff Sergeant, Special Agent in Charge, Senior Station Inspector, Sergeant First Class, First Sergeant, Master Sergeant, Sergeant Major, Lieutenant, Captain, Commander, Assistant/Deputy Director/Chief, Bureau Commander, Major, Colonel, Bureau Commander, Area Commander, or Lieutenant Commander, Deputy/Assistant Chief, Assistant Director, Assistant Commissioner, Superintendent, Director or Commissioner, Chief, Superintendent of Police, Chief of Police, Assistant Sheriff, Under-Sheriff, Provincial Commissioner, Inspector General, Deputy Chief, Commissar, Superintendent Director or Commissioner, National Commissioner, Inspector General of Police

Has your character or their parents held a title? Please don't make up honors you haven't earned or take on one and be prepared if your guise is penetrated.