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Gary Gygax's Extraordinary Book of Names

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Published by Capn_Ragnar, 2023-04-14 22:04:57

Gary Gygax's Extraordinary Book of Names

Gary Gygax's Extraordinary Book of Names

Keywords: Dungeons & Dragons,DnD,TTRPG

bOOK OF NAMES 201 Appendixes Table D-2: Related Letters e, i, y • a, o, u b, f, p, ph • d, t, th ch, h, j • c, g, k, q, qu c, s, x, z • v, w, y l, r • m, n For example, taking ‘Koromath’ we go through and replace letters a few times to get ‘Kalamod’, ‘Goromoth’, and ‘Quurunat’. The Stochastic Nomenclator This is not a powerful magic item or wizard! It means something that creates names following statistical rules; in this case that something is a computer program. The underlying method is described here, for those with programming skills who wish to construct their own version. (While it could be done with tables and dice, the process would be immensely tedious.) No language or stock of names uses all the sounds which a human mouth can create; rather, each restricts itself to a smaller set, with some sounds more frequent than others, which lends it a particular quality. So when the sounds are written down in the Roman alphabet, not all the myriad possible combinations of vowels and consonants are used. In fact, characteristic frequencies of letter combinations give us signposts to language or culture. At its simplest, a lot of Scottish surnames start with Mac or Mc. Russian starts words with vl-; Polish prz-; an initial mb or ng sounds African. A q without a u following (Tariq, Qatar) is apt to be Arabic; Hebrew has a throaty sound, with lots of diphthongs and thickened consonants (sh, th, ph), and so on. This sort of broad pattern should apply to made-up languages and names too: they will have a distinct form, characterised by certain frequencies of letter combinations. The statistics for English are well known. For instance, ‘e’ is the most likely letter to end a word, ‘j’ the least. The rank of letters from most to least common: e, a, t, i, n, o, r, s, l, h, d, c, m, u, f, p, g, b, y, w, v, k, x, j, z, q. The most common letter pairs: in, th, he, an, er, re, on, nd, or, es. It is difficult to get statistics for other languages, impossible for invented names, but you can write a simple computer program to do the analysis. Elaborate algorithms and rules are unnecessary. Start with a largish sample of words or names - a selection of a hundred names of a kind you like, lists of foreign words or names from this and other books or the Internet. Have this raw data stored in a field, kept as a text file, or whatever. The program should read it and count the occurrences of character pairs, storing the data in variables or an array. Count spaces and so on to determine starting and ending characters. You could also count hyphens and apostrophes if the names made use of them. For instance, reading in { Jaan } would give {space-j, j-a, a-a, a-n, n-space}. The idea is to create a frequency matrix of letter pairs from the sample, which can then be used to concoct new names. You might want to store this matrix somewhere, but it’s probably as easy to create it on the fly. You may also find it simpler, rather than calculating probabilities, just to list all letter pairs starting with a certain letter as items in a list for later random sampling. Next, generate random names using the results obtained and whatever stipulations for length and so on you build in or let the user choose. For each name, choose a frequency-weighted random letter from those used to start names. Choose the next letter similarly from possible pairs. Repeat until the name is generated. Tweak as necessary, adding checks to avoid tooshort names and so on. The names produced should show the same patterns as the sample provided, in (with luck) intriguing new combinations. The general nature of the Stochastic Nomenclator means it can be widely applied. You can keep a whole range of lists for various languages and types of names. You can ‘shade’ the kind of names generated by mixing in various proportions of names from different sources: Celtic, Cornish, Goblin, Demon, Norse, and so on. The good thing about such a computer program is that you can generate dozens of such names at a time, and even if some are sub-par, you can just click a button to generate more. Of course you have to spend the time writing the program first!


BOOK OF NAMES 202 Gary Gygax’s Book of Names Appendix D - The Appendix D - The Onomancer Onomancy is a specialized form of divination using names. It requires more research than divining by pure intuition or phenomena such as clouds and tea leaves, but offers more benefits, and has a few associated powers for the rare Onomancers advanced in the ability. Onomancers may have official status in some societies, since they may be required to register names and record name changes for official purposes. Onomancers are sages of a sort, fascinated by and knowledgeable about names. They are familiar with the names of people, other sentient beings, and places in many lands, and can fathom a name’s origin, long-lost meanings, and so on. In general, they develop something like ‘perfect pitch’ in regard to names. They pick them up quickly, pronounce and use them correctly, and will not forget them. This extends to similar sound patterns, making them expert at solving riddles, puzzles, codes, and ciphers, and giving them insight into linguistics, animal communication, and magic. They understand the taxonomy and classification of known species, mundane and supernatural, including basic knowledge of creatures (not game statistics). Onomancers may be met in a campaign if they are hired by the party for name research, whether to name an adventuring company, to find out the original meaning of a place name, to solve a name-based riddle, or to change a name to remove bad luck. The gamemaster can use this book for any names the Onomancers might come up with. Like other sages, they can be fussy and exacting, and while greatly interested in their specialty and what impinges on it, are at times uninterested in or dismissive of unrelated and mundane matters. Onomancer Prestige Class d20 Onomancers are specialized arcane spellcasters that are concerned with the true natures, essences, and especially names of people, places, substances, and things. Their most common business is with the naming of children, boats, and so on, where they have much the same status (and income) as other tradesmen. Moving up from the semi-mundane, the more able practitioners use their spells and other abilities to improve their skills in other areas of magic. Onomancers are typically spellcasters. Specialist wizard diviners are the most common classes that undertake this role, but both sorcerers and bards are also well suited to this role. Wizards who specialize in conjuration also may take this class to enhance their calling spells. Typical races that take this role are humans, dwarves, and elves. Hit Die: d4. Requirements To qualify to become an Onomancer, a character must fulfill all the following criteria. Skills: Knowledge (Arcana) 8 ranks, Perform 8 ranks (act, comedy, oratory, or sing). Feats: Utilize Truename (new feat, see below), Spell Focus (Divination). Spells: Must be able to cast 2nd Level arcane spells, must know at least three divination spells. Class Skills The Onomancer’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Decipher Script (Int), Diplomancy (Cha), Gather Information (Cha), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 4 + Int modifier. Comprehend Languages (Sp). This power is considered a spell like ability that is always active. If dispelled, it can be reactivated as a free action. If suppressed (as in an anti-magic field), it reactivates when the effect is no longer in force. For all other intents and purposes, it’s considered a spell cast at the spell caster’s level. Name Knowledge (Ex): The Onomancer has a special knowledge of linguistics in general and will never mispronounce a name, speaking a name without difficulty unless under magical compulsion to do so. If deafened, the Onomancer will not mess up the use of a name (or Truename) in a casting attempt. Utilize Names of Power (Su): The Onomancer can use the names of certain entities to enhance either specific spells or their effects on specific creatures. Each time he or she gains this ability, he or she gets to choose one of the following effects. Favored Enemy: The Onomancer chooses a creature on the Ranger’s Favorite Enemies chart. Any spell cast on any of those creatures gets a +4 bonus to the DC to resist the spell’s effect. Named Spell: The Onomancer chooses one specific spell to be enhanced by the name of power. By integrating this spell with the name of power, the spell gains the benefit of requiring only a verbal component whenever cast, though any spell that requires a valuable material component will still require it. Metamagic Enhancement: The Onomancer may, once per day, at the time of casting, apply one of the following metamagic feats to any spell: Enlarge Spell, Empower Spell, Extend Spell, Widen Spell. Bonus Language (Ex): Each time the Onomancer gets this ability he or she can choose a bonus language. Bonus Truename (Su): The Onomancer can add 1 True name to the number of True Names his Utilize Truename feat allows him. Thus, an 8th level Onomancer with a 20 INT can know up to 8 True Names. Read Magic (Sp). This power is considered a spell like ability that is always active. If dispelled, it can be reactivated as a free action. If suppressed (as in an anti-magic field), it reactivates when the effect is no longer in force. For all other intents and purposes, it’s considered a spell cast at the spell caster’s level. Know Ordinary Name (Su): The Onomancer automatically knows the real (ordinary) name of any being or object he or she can see, even if the user is disguised, protected by a glamour, or attempting to pass himself off as something else. Note that this does not give the Onomancer any knowledge outside of the correct name for the individual.


bOOK OF NAMES 203 Know Item Command Words (Su): By touching a magic item that utilizes command words, an Onomancer instantly knows all of the command words for that item. This does not tell the Onomancer what the item or command words do, that will require experimentation. Detect Password (Su). Whenever the Onomancer approaches a magically trapped or warded area protected by a specific password, such as an area protected by forbiddance, a symbol, or something, the Onomancer is allowed to make a Will save against the DC of the spell. If he succeeds, he instinctively gains knowledge of the password (and what it’s used for), and can vocalize it to access the area or disable the trap. Tongues (Sp). This power is considered a spell like ability that is always active. If dispelled, it can be reactivated as a free action. If suppressed (as in an anti-magic field), it reactivates when the effect is no longer in force. For all other intents and purposes, it’s considered a spell cast at the spell caster’s level. Divine Word (Sp). Through knowledge of divinities and other cosmic forces, the Onomancer can utilize a divine word once/day—this is a Blasphemy, Dictum, Holy Word, or Word of Chaos. The Onomancer can’t utilize a word that is opposed to his or her alignment. For all other purposes, this is considered a spell equal to the caster’s level. Power Word (Sp). Through knowledge of the cosmic forces, the Onomancer gets the ability to utilize power word, stun; power word, blind; or power word, kill, once per day. For all other purposes, this is considered a spell equal to the caster’s level. New Feat: Utilize Truename [Metamagic] One of the laws of the multiverse is that names exist. In primal terms, things have names that the entire multiverse recognizes, a unique key codifying their entire existence. The ancient Egyptians called this Ren, one of the nine pieces of an individual, and the destruction of the name meant the destruction of all other parts—soul, spirit, mind, and body. Of course, Truenames are not the typical names used by mankind, and most people don’t even know their own True Names. True names are so complex that they require this feat to understand—ordinary people can’t understand or retain knowledge of a true name (save for their own) unless they have this feat. A person who has this feat can know a number of Truenames equal to the character’s intelligence bonus modifier, thus a character with a 18 INT can know 4 True Names. Note that these aren’t granted “for free” when the feat is taken—the character must perform long and complex research to discern a Truename for a unique individual, and it is a very difficult task. (DM’s call, but it is at least a DC 30-40 effort with a Knowledge skill for the appropriate creature type, as well as weeks of research or other spells like Legend Lore or Contact Other Plane) If a character wants to learn a Truename when his allocated quota is full, he must forget the old True Name. This takes one week to do through an anti-mnemonic purging process, and it prevents that user from ever discovering that Truename again for that individual. Truenames exist for any form of object or being that was either forged by a sapient or quasi-sapient creature, (such as a mystical sword, or a golem/construct), or any form of creature that is at least semiintelligent—including elementals, outsiders, and most undead. (This does not include powerful deities, deities have Truenames but they are beyond the understanding of mortals—minor deities, demigods, and things like unique demon lords and arch-devils may be able to have their truenames manipulated by mortals, but that is up to the GM, and it is likely such powerful beings may have a compound Truename, requiring multiple true-name slots to have these effects). Knowing a unique creature’s True Name gives the person the following benefits, provide the caster spends one round speaking the Truename before attempting any of these effects: All attempts to scry the creature will automatically succeed, unless actually blocked by powerful warding magic such as Screen or Mind Blank, or due to planar conditions. All Mind-Affecting spells (charms and compulsions), Curses (like Bestow Curse), and spells that transmogrify the creature (polymorph, petrification), will work automatically, without allowing either Spell Resistance or a saving throw. All Conjuration (Calling) spells and any Abjuration spells that banish extraplanar creatures will work without allowing Spell Resistance or a saving throw. This will not have an effect on other spells, such as most evocation spells that conjure energy attacks, death effects, etc. Appendixes The Onomacer Class Abilities Level Attack Bonus Fortitude Save Reflex Save Will Save Special Abilities Spells 1 +1 +0 +0 +2 Comprehend Languages at will, Name Knowledge, Utilize 1 Name of Power, Bonus Language. +1 level of existing class 2 +1 +0 +0 +3 1 Bonus Truename, Read Magic at will 3 +1 +1 +1 +3 Know Ordinary Name, Bonus Language, Utilize 2 Names of Power +1 level of existing class 4 +2 +1 +1 +4 2 Bonus Truename +1 level of existing class 5 +2 +1 +1 +4 Bonus Language, Utilize 3 Names of Power +1 level of existing class 6 +2 +2 +2 +5 Know Item Commands, Bonus Truename 7 +3 +2 +2 +5 Bonus Language, Utilize 4 Names of Power, Detect Password +1 level of existing class 8 +3 +2 +2 +6 Tongues at Will, Bonus Truename +1 level of existing class 9 +3 +3 +3 +6 Divine Word 1/Day +1 level of existing class 10 +4 +3 +3 +7 Power Word 1


BOOK OF NAMES 204 Gary Gygax’s Book of Names Onomancer Order - Lejendary Adventure Game Upper Lower to Middle Society This is principally a Non-Avatar Character Order. If actually played as an Avatar there will be penalties as detailed hereafter, Onomancers are specialized diviners who are concerned with the true natures, essences, and especially names of people, places, substances, and things. Their most common business is with the naming of children, boats, and so on, where they have much the same status (and income) as other tradesmen. Moving up from the semi-mundane, the more able practitioners use their Divination and other abilities to improve their skills in other areas of magic. Initially much weaker and slower to advance than a dedicated Elementalist or Mage, say, they can become in time more potent in some ways. They are recognized socially by Elementalists, Mages, and Demonurges. Required Abilities are: Divination, Arcana, Learning, and Panprobability 12th Rank: Nicknamer. Divination only possessed: No benefit save contact or enlistment in the lowest ranks. 11th Rank: Name Seeker. Divination and Arcana possessed: Guild membership available; add 3 points to Arcana Ability. 10th Rank: Name Diviner. Divination, Arcana, and Learning, possessed: Gain book of name meanings; add 3 points each to Arcana and Learning Abilities. 9th Rank: Name Finder. All four main Abilities possessed: Gain book of sound meanings; add 2 points to each of the four required Abilities possessed, but addition to Divination Ability can not then cause the Avatar to move to a higher (numerically lower) Rank. If this would occur, limit addition to the last point total in the category, i.e. 60, 70, etc. 8th Rank, Name Maker. Divination at 61: Add Scrutiny Ability at 30, or add 15 to Scrutiny if that Ability is already possessed. 7th Rank, Master Namer. Divination at 71: Add Chivalry Ability at 20, or add 10 to Chivalry if that Ability is already possessed; add 2 points to each of the other three main Abilities. 6th Rank, True Namer. Divination at 81: Add Evaluation Ability at 30, or add 15 to Evaluation if that Ability is already possessed. 5th Rank, Cognomen Forger. Divination at 91: Add Geourgy Ability at 20, or add 10 to Geourgy if that Ability is already possessed; add 2 points to each of the other three main Abilities. 4th Rank, Onomancer. Divination at 101: Add Enchantment Ability at 20, or add 10 to Enchantment if that Ability is already possessed; add 2 points to each of the other three main Abilities. 3rd Rank, Onomancer Master. Divination at 111: Add Rustic Ability at 20, or add 10 to Rustic if that Ability is already possessed; add 2 points to each of the other three main Abilities. 2nd Rank, Onomancer Adept. Divination at 121: Add Sorcery Ability at 20, or add 10 to Sorcery if that Ability is already possessed; add 2 points to each of the other three main Abilities. 1st Rank, Onomancer Prime. Divination at 131: Add Urbane Ability at 20, or add 10 to Urbane if that Ability is already possessed; add 2 points to each of the other three main Abilities. General: Onomancers have a narrow knowledge of most Abilities outside their main set, and those of Extraordinary sort such as Geourgy, focusing on aspects where names, sound, and meaning are important. Chivalry, for instance, is studied for knowledge of history, titles, precedence, and heraldry. The effective score in Chivalry for purposes of riding, siegecraft, and combat is only half the rated amount, since while some of that is bound to be picked up, it isn’t really interesting to the Onomancer. This applies generally to other Abilities. Luckily the Onomancer does excel at some specific aspects of other Abilities, particularly Extraordinary ones. An Onomancer can grasp and use ordinary names of all types correctly, without needing them repeated, generally granting a small reaction bonus in foreign lands. An Onomancer becomes able to classify and evaluate potential risks at an intuitive level. If he succeeds in a roll against Divination Ability, he can do one of the following during a action sequence: a) gain initiative against one chosen opponent, a special success meaning he gets a totally free, unopposed action, since he has correctly divined that opponent’s intent; b) communicate by sound to one normal animal that he is non-hostile (‘wolf-brother’ or similar), thus preventing aggression or ingestion for a short time; c) add one (1) to his Speed BR multiplier for Disaster Avoidance (a Divination roll failure causes a B1 penalty, though, indicating a jump the wrong way).


bOOK OF NAMES 205 Extraordinary Uses of Onomancy: The legendary Finnish mages, notably Vainomoinen, used Onomancy, as anyone who has read the Kalevala will recognize. An Onomancer gains some benefits to Abilities and activations through his knowledge of names, Names of Power, and True Names. These benefits affect only Powers that directly affect a person, place, thing, or substance; or those that summon or control a being of some sort. Group-affecting or area-effect Powers never gain benefits. There is a time penalty of one (1) ABC added to any Ability use when using this knowledge, since names must be spoken and sometimes pedigree details also. A successful Divination Ability check when using any other Ability, including one of Extraordinary sort with an activation, indicates that the Onomancer knows or has divined the ordinary name (or nature) of the target, and is using that knowledge correctly. This temporarily boosts the score of the Ability being used by 1 point per 5 points of Divination Ability for that action. The bonus is automatic if the name is known through research or other means (say, a foe has announced his name before combat). A special success in the Divination Ability check indicates that the Onomancer has unconsciously grasped some aspect of the target’s true name, so his ensuing Ability roll will be made at B20 on the dice. Names of Power (names of potent magical entities called on to help the Onomancer’s summonings) must be discovered by research in Arcana Learning, study of Extraordinary Ability information, and so on. The LM decides the research warranted, depending on mundane and arcane research materials to hand (usually d6 to d20 days, and expenses as for any activation research). The quality of the research is checked when a summoning of the sort researched (fire elementals, for instance) is first attempted. Success means the names of power are appropriate to the task and used correctly. This gives bonuses equivalent to (and additive with) the Divination Ability bonus, for the activation itself and any ensuing control checks. A typical bonus would be from -5 to -20 on dice roll checks for activation success using the Name of Power. True Names are so potent as to be wholly in the province of the GM. As a guideline, an Onomancer can know and understand at one time a number of True Names equal to no more than 7 minus his rank (1 at 6th Rank, up to 6 at 1st Rank). A True Name is in effect the quintessence of a creature, substance, or thing. A true name must be researched or discovered by magic and so on C at least ten times the time and expense for a Name of Power is recommended, and names of potent beings such as demons will be well guarded. At the GM’s discretion, only a special success (or two) in research will yield the True Name of anything nontrivial, and the correct means to use it. A True Name can be of a single sentient individual, a particular portal (of any sort), a type of rock (say, granite), or a mundane animal species (say, a certain type of field mouse). In the last case, the True Name is the archetypal or ancestral name of the species. True Name knowledge gives no benefits per se except as a bargaining chip with sentient beings, and a generally nonhostile and deferential reaction by an animal species. What is does allow is an automatic bonus equivalent to (and additive with) the Divination Ability bonus, for any Ability use with respect to the entity bearing the True Name; furthermore that Ability roll will be made at B50 on the dice. The target of a successful activation or other Ability use gets no Disaster Avoidance check and can otherwise offer no resistance to the action. It is (if sentient) still free-willed and so on except concerning the applied Ability or activation. With respect to inanimate objects, a 6th Rank Onomancer could affect something his own size, a 1st Rank Onomancer could affect something the size of a castle’s curtain wall. An Onomancer generally concentrates his True Name research in a particular area for maximum benefit, so, for instance, one inclined to Geourgy might strive to learn the True Name of a potent elemental or two, the elemental substance itself, related things, and so on. Exact benefits must be decided by the GM in some cases, but generally the most favorable outcome for the Onomancer applies to control of forces and the like. Special Powers: At the GM’s discretion, there may be special Extraordinary Activations that only an Onomancer can learn, under the aegis of the Enchantment Ability. These make special use of names, or otherwise help in his activities. Appendixes


BOOK OF NAMES 206 Gary Gygax’s Book of Names Bibliography Bibliography This book cannot hope to cover everything, although we hope we have provided a good selection for most gamers. For those who want more, this select bibliography provides a starting point. Three books are especially worth reading. Dunkling’s The Guinness Book Of Names covers a wide range of name types, and lists fashions in first names in recent centuries and decades. Matthews’s English Surnames details the relationship of names to medieval life. Ingraham’s People’s Names is a handy source of real_world names for authors; she includes some meanings and a brief section on creating one’s own languages. To extend the lists of descriptive terms, simply use a good thesaurus and dictionary. To throw more light upon place names, refer to an atlas. An historical atlas should show where people were at various times. More material is also available on the World Wide Web, although there is a nightmarish ratio of chaff to wheat. Internet addresses tend to be transient, so rather than provide them, we suggest you use a search engine to look for names, historical names, medieval names, personal names, surnames, place names, onomastics, toponymy, pub names, and so on. Look for historical records rather than baby names and genealogy. Plenty of fantastic names should be available too, although name_generating programs tend to be platform_specific. C.W. Bardsley, A Dictionary of English and Welsh Surnames: With Special American Instances (Genealogical Publishing Company Inc., Baltimore, 1980). G.F. Black, The Surnames of Scotland: Their Origin, Meaning, and History (The New York Public Library, New York, 1962). B. de Breffny, Irish Family Names: Arms, Origins, and Location (W.W. Norton & Company Inc., New York, 1982). L.A. Dunkling, The Guinness Book Of Names, sixth edition (Guiness Publishing, Enfield, 1993). G. Fleck, The Old Norse Name (Olney, Maryland; Yggsalr Press; 1977). T. Freedman and I. MacLeod, The Wordsworth Dictionary of Surnames (Wordsworth Editions, Ware, 1997). P. Hanks and F. Hodges, A Dictionary of Surnames (Oxford University Press, Oxford, 1988). P. Hanks and F. Hodges, A Dictionary of First Names (Oxford University Press, Oxford, 1990). H. Ingraham, People’s Names: A Cross_Cultural Reference Guide to the Proper Use of Over 40,000 Personal and Familial Names in Over 100 Cultures (McFarland & Company, Jefferson, 1997). C.M. Matthews, English Surnames (Weidenfeld and Nicolson, London, 1966). U. Onon, Chinggis Khan: The Golden History of the Mongols, rev. S. Bradbury (The Folio Society, London, 1993). L. Peterson, Dictionary of Names from Scandinavian Runic Inscriptions, third edition (Institute for Dialectology, Onomastics, and Folklore Research, 2001). P.H. Reany and R.M. Wilson, A Dictionary of English Surnames, third edition (Oxford University Press, Oxford, 1995). A. Room, The Dictionary of First Names (Cassell, London, 1995). J. Stewart, African Names (Citadel Press, New York, 1993). E.G. Withycombe, The Oxford Dictionary of English Christian Names, second edition (Oxford University Press, Oxford, 1973). A Lexicon of Greek Personal Names (Faculty of Classics, Oxford University). Boutell’s Heraldry, rev. J.P. Brook_Little (Frederick Warne & Co. Ltd., London, 1973). H. Brugsch_Bey, Egypt Under the Pharaohs (Bracken Books, London, 1996). CIA, The World Factbook 2000 (Central Intelligence Agency, Washington DC, 2000). C.R. Coulter and P. Turner, Encyclopedia of Ancient Deities (McFarland & Company Inc., Jefferson, 2000). L.A. Dunkling and G. Wright, The Wordsworth Dictionary of Pub Names (Wordsworth Editions, Ware, 1994). R. Goring (ed.), Larousse Dictionary of Literary Characters (Larousse PLC, Edinburgh, 1994). Lemprire’s Classical Dictionary of Proper Names Mentioned in Ancient Authors (Routledge & Kegan Paul, 1978). Market House Books Ltd, Encyclopedia of World History (Oxford University Press, Oxford, 1998). Muir’s Historical Atlas: Ancient, Medieval, and Modern, sixth edition, ed. R.F Treharne and H. Fullard, (Book Club Associates, London, 1976). N.G.L Hammond and H.H. Scullard (eds), The Oxford Classical Dictionary, second edition (Oxford University Press, Oxford, 1979). T.L. Shannon, International Guide to Forms of Address (Macmillan, London, 1997). M.Z. Bradley, ‘…And Strange_Sounding Names’, in The Blade of Conan ed. L.S. de Camp (Ace, New York, 1979). R. Campbell, Far Away & Never (Necronomicon Press, West Warwick, 1996). L. Carter, Imaginary Worlds: The Art of Fantasy (Ballantyne, New York, 1973). L. Carter, ‘The Naming of Names’, in Lord Dunsany, Beyond the Fields We Know ed. L. Carter (Pan/Ballantyne, London, 1972). D. Crystal, The Cambridge Encyclopedia of the English Language (Cambridge University Press, Cambridge, 1995). U. le Guin, ‘From Elfland to Poughkeepsie’, in Fantasists on Fantasy: A Collection of Critical Reflections ed. K.J. Zahorski and R.H. Boyer (Avon Books, New York, 1984). J.R.R. Tolkien, ‘On Fairy_Stories’ in J.R.R. Tolkien, Tree and Leaf/Smith of Wootton Major/The Homecoming of Beorhtnoth (Unwin Books, London, 1975).


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