You remove one level of exhaustion from the increases by 10 minutes for every slot level above
creature you touch. The creature gains advantage on 5th.
Constitution saving throws to avoid the effects of
exhaustion for the duration. Shadow Walk
At Higher Levels. When you cast this spell using a 6th-level illusion
spell slot of 3rd level or higher, you can remove one
more level of exhaustion for every two slot levels Casting Time: 1 action
above 1st. Range: Touch
Components: V, S
Sensory Deprivation Duration: Concentration, up to 1 hour
4th-level illusion You and up to four creatures that are holding hands
meld into the shadows as you are all drawn toward
Casting Time: 1 action the outer edges of the Plane of Shadow. You and each
Range: 60 feet creature travel together among the shadows,
Components: V, S, M (a black silk cloth) travelling up to a distance of 50 miles in one hour
Duration: Concentration, up to 1 minute and ending on the same plane from the point where
you started.
Choose a creature that you can see within range as
your target. The creature must make a Wisdom At Higher Levels. When you cast this spell using a
saving throw. On a failed save, the creature is spell slot of 7th level or higher, the distance
blinded, deafened, and it can’t benefit from increases by 50 miles and the duration increases by
blindsight or any other sense for the duration. 1 hour for every slot level above 6th.
The creature can attempt a new saving throw at Shooting Stars
the end of each of its turns, and on a success, the
spell ends. 8th-level evocation
At Higher Levels. When you cast this spell using a Casting Time: 1 action
spell slot of 6th level or higher, you can affect one Range: 90 feet
more creature within range for every two slot levels Components: V, S, M (a wax candle lit and held for
above 4th. the duration)
Duration: Concentration, up to 1 minute
Shadow Form
Three fiery motes appear and hover above you for
5th-level illusion the duration. As part of the action used to cast the
spell, you can launch all the motes at targets you can
Casting Time: 1 action see within range. However, a target can attempt a
Range: 60 feet Dexterity saving throw to avoid the fiery mote. On a
Components: V, S, M (a small piece of black cloth failed save, the target takes 2d6 fire damage, and the
from a funeral shroud) mote detonates.
Duration: Concentration, up to 10 minutes
The target and each creature within 10-feet of the
Shadows wrap around your body, distorting your burst must then make a Dexterity saving throw. On a
appearance and altering your form. You gain failed save, a creature takes 5d6 fire damage, or half
advantage on Stealth checks for the duration. In as much on a successful one. The saving throw is
addition, you can attempt to squeeze through small more difficult for a direct hit against targets within
openings or cracks no less than 2 inches wide as 45 feet of the caster; these targets have disadvantage
though they were difficult terrain. This spell is on the initial saving throw.
suppressed in areas illuminated by the daylight spell.
If a target makes the initial Dexterity saving throw,
At Higher Levels. When you cast this spell using a the mote misses and flies to the extent of the spell’s
spell slot of 6th level or higher, the duration
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range and then bursts with the same effects For the duration, while you are within range, the
described above. The caster can fire all the motes the selected door, chest, gate, or other object does not
first round, or use an action to fire the remaining make any noise when it is opened or closed.
motes before the duration expires.
Slime Wave
Shout
7th-level conjuration
4th-level evocation
Casting Time: 1 action
Casting Time: 1 action Range: 90 feet
Range: 30 feet Components: V, S, M (a few drops of stagnant pond
Components: V water)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You let out a thunderous shout that blasts outward A 20-foot radius area you can see within range is
from you in a 30-foot cone. A creature caught in the covered in green slime (see "Dungeon Hazards" in
blast must succeed on a Constitution saving throw or chapter 5 of the Dungeon Master’s Guide). Each
take 4d6 thunder damage and be deafened until the creature in the area is also covered in a patch of
end of its next turn. On a successful save, the green slime. A creature moving through the area
creature takes half the damage and isn’t deafened. must make a DC 10 Dexterity saving throw for every
5 feet travelled to avoid being covered in a patch of
At Higher Levels. When you cast this spell using a green slime.
spell slot of 5th level or higher, the thunder damage
increases by 1d6 for every slot level above 4th. You can use an action to cause the area of slime to
move in a wave up to 10 feet in a direction you
Sign choose. Any creatures in the area of the wave are
covered in a patch of green slime. Any creature that
1st-level enchantment was previously covered by the slime, but no longer in
its area, must still deal with the green slime as
Casting Time: 1 action normal.
Range: Touch
Components: V, S, M (a pinch of dried tea leaves) Song of Battle
Duration: 1 hour
8th-level enchantment
You touch a creature and give it a small amount of
foresight that enables it to react quickly in battle. Casting Time: 1 action
The target has advantage on the next initiative roll it Range: Self (120-foot radius)
makes before the duration expires. Components: V, S, M (a musical instrument)
Duration: Concentration, up to 1 hour
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can touch and You play a musical instrument and recite a valorous
affect one extra creature for each slot level above 1st. song that bolsters nearby allies. All allies that start
their turns within the spell's radius have advantage
Silent Portal on Wisdom saving throws and are immune to being
frightened or charmed for the duration.
Illusion cantrip
Spell Resistance
Casting Time: 1 action
Range: 30 feet 5th-level abjuration
Components: S
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Touch
Components: V, S
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Duration: Concentration, up to 1 minute Range: Touch
Components: V, S
The creature you touch has advantage on saving Duration: Instantaneous
throws against spells and has resistance to damage
from spells for the duration. You slow an opponent while making yourself faster.
Make a melee spell attack against the target. On a hit,
At Higher Levels. When you cast this spell using a it takes 1d4 psychic damage, and its speed is reduced
spell slot of 7th level or higher, you can touch and by 10 feet until the start of your next turn. Until the
affect one extra creature for every two slot levels start of your next turn, you add a number of feet to
above 5th. your own speed equal to the number of feet by which
you reduced the target’s speed.
Spider Plague
This spell’s damage increases by 1d4 when you
6th-level conjuration reach 5th level (2d4), 11th level (3d4), and 17th
level (4d4). In addition, the speed you steal increases
Casting Time: 1 action by 5 feet as well when you reach 5th level (15 feet),
Range: 60 feet 11th level (20 feet), and 17th level (25 feet).
Components: V, S
Duration: Concentration, up to 1 hour Stone Tell
You summon four celestials that appear as giant 6th-level divination
spiders in unoccupied spaces you can see within
range. The spiders are friendly to you and aid you to Casting Time: 10 minutes
the best of their abilities. The spiders have their own Range: Touch
initiative and act on their own turns for the duration. Components: V, S
The spiders obey your commands without you Duration: Concentration, up to 10 minutes
having to spend an action; if you don’t issue a
command, the spiders defend themselves if they are You grant an area of stone with a maximum size of
threatened. 20 cubic feet the ability to speak to you for the
duration. You can ask the stone questions, and it will
At Higher Levels. When you cast this spell using a provide answers to the best of its ability. The stone
spell slot of 8th level, you summon two extra spiders. can tell you what creatures have recently passed
nearby or have touched it, or what lies beyond.
Steal Speed However, the stone communicates with a primordial
Necromancy cantrip
Casting Time: 1 action
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intelligence, so you might not receive the answers Duration: Permanent
you’d expect.
You place a creature within range in a permanent
Storm Tower state of suspended animation. The creature’s body
remains in a permanently preserved state and
7th-level abjuration doesn’t age until the spell ends. The spell can be
ended with a dispel magic spell cast at 9th level, a
Casting Time: 1 action wish spell, or with an action from the caster.
Range: Self
Components: V, S If the target is unwilling, it can make a Wisdom
Duration: Concentration, up to 1 minute saving throw. On a success, the spell has no effect.
A 20-foot radius by 100-foot high tower of storm Thought Projection
winds surrounds you. The swirling winds nullify any
lightning effects that contact the barrier. In addition, Enchantment cantrip
ranged attacks through the barrier are impossible.
Casting Time: 1 bonus action
A creature that tries to pass through the barrier Range: 30 feet
must succeed on a Strength saving throw; otherwise Components: S, M (a small piece of crystal)
it takes 6d6 bludgeoning damage from the high Duration: Instantaneous
winds, and it makes no progress. A creature can
make more than one attempt to cross the barrier on You broadcast a mental image or telepathic message
its turn, but it receives one level of exhaustion for to nearby allies. Choose any number of non-hostile
each unsuccessful attempt beyond the first. On a creatures within range. These targets (and only the
successful save, the creature can move through the targets) mentally receive the image or message you
barrier as if it were difficult terrain. chose to convey. If it is a message, it must be 10
words or fewer.
Once the storm tower appears, it is stationary for
the duration, but you can move normally inside it. Creatures with an Intelligence score of 2 or less, or
creatures unwilling to have you communicate with
Telepathic Challenge them, aren’t affected by this spell. You don’t need to
share a language with a creature for it to understand
Enchantment cantrip what you convey, but if you send a message rather
than an image, a creature must understand at least
Casting Time: 1 bonus action one language to comprehend the message.
Range: 15 feet
Components: V, S Tortoise Shell
Duration: Concentration, up to 1 minute
6th-level transmutation
You magically command your foe’s attention. Choose
one creature within range. Until the spell ends, Casting Time: 1 action
whenever you are within 5 feet of that creature, it Range: Touch
has disadvantage on attack rolls against creatures Components: V, S
besides you. Duration: Concentration, up to 1 hour
Temporal Stasis The skin of a willing creature you touch hardens into
a tortoise-like shell, and it can’t have an armor class
9th-level transmutation less than 20 for the duration, regardless of what type
of armor it is wearing. However, the creature’s speed
Casting Time: 1 action is reduced by 10 feet until the spell ends.
Range: Touch
Components: V, S, M (crushed diamond, emerald, At Higher Levels. When you cast this spell using a
ruby, and sapphire dust, each from a gemstone spell slot of 7th level or higher, the creature’s
worth at least 500 gp, which the spell consumes)
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minimum AC increases by 1 for each slot level above Range: Self
6th. Components: V, S
Duration: Concentration, up to 10 minutes
Tremorsense
Shadows cling to you, lightly obscuring your form.
3rd-level transmutation For the duration, you have advantage on Dexterity
(Stealth) checks, and you can use a bonus action to
Casting Time: 1 action hide. You do not gain these benefits if you are in an
Range: Touch area of light created by a spell cast with a spell slot of
Components: V, S 3rd level or higher.
Duration: Concentration, up to 1 hour
At Higher Levels. When you cast this spell using a
You touch a willing creature and it gains spell slot of 3rd level or higher, the duration
tremorsense with a 30-foot radius for the duration. increases by 10 minutes and the level of the light
spell needed to overcome this spell’s effects
At Higher Levels. When you cast this spell using a increases by 1 for every slot level above 2nd.
spell slot of 4th level or higher, the range of the
tremorsense increases by 10 feet for every slot level Veil of Undeath
above 3rd.
8th-level necromancy
Undeath to Death
Casting Time: 1 action
7th-level necromancy Range: Self
Components: V, S, M (a zombie’s finger)
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 90 feet
Components: V, S, M (a bone fragment from a lich) Your features take on the countenance of one of the
Duration: Instantaneous undead, and you gain many of their traits. For the
duration, you are immune to the charmed,
A burst of energy disruptive to undead fills a 30-foot exhaustion, frightened, paralyzed, and poisoned
radius sphere centered at a point you can see within conditions, immune to poison and necrotic damage,
range. An undead creature caught within the burst as well as being resistant to bludgeoning, piercing,
must make a Constitution saving throw. On a failed and slashing damage from nonmagical attacks.
save, the creature is destroyed. On a successful save,
the creature is slowed (as per the slow spell) until You are affected by spells as if your creature type
the end of its next turn. was undead. You do not
need to breathe, eat,
The difficulty of the saving throw depends upon or sleep.
the Hit Dice of each creature. Undead with 6 Hit Dice
or less have disadvantage on the saving throw,
creatures that have between 7 and 9 hit dice make a
normal saving throw, and creatures with 10 hit dice
or more have advantage on the saving throw.
At Higher Levels. When you cast this spell
using a spell slot of 8th level or higher, the
Hit Dice threshold for each saving throw
tier is increased by 1 for every slot level
above 7th.
Veil of Shadow Page 155
2nd-level evocation
Casting Time: 1 action
Vision the duration. A frightened creature can attempt a
new Wisdom saving throw at the end of each of its
7th-level divination turns, and on a success, the spell ends for it.
Casting Time: 10 minutes At Higher Levels. When you cast this spell using a
Range: Self spell slot of 6th level or higher, the psychic damage
Components: V, S, M (a magic item, which the spell increases by 1d6 for each slot level above 5th.
consumes)
Duration: Special Waterspout
You sacrifice a magic item to a divine power in 7th-level conjuration
exchange for a vision related to a specific question.
Roll 2d6 and add +1 for each rarity category of the Casting Time: 1 action
magic item you sacrifice. On a result of 10 or above, Range: 300 feet
the vision you requested is granted. On a result of 7– Components: V, S
9, you receive a minor vision, which may not be Duration: Concentration, up to 1 minute
related to the question you asked, but will still be
helpful. You conjure a 5-foot radius by 80-foot high cylinder-
shaped vortex on a body of water, centred at a point
On a result of 2–6, the divine power is displeased you can see within range. Any creature that touches
with your sacrifice, and you are affected by a the vortex must immediately succeed on a Strength
powerful geas spell, which requires you to perform saving throw or take 3d8 bludgeoning damage from
some service for the deity. The service lasts for at the high winds in the vortex. In addition, if the
least 1 month, but no longer than a year. If you don’t creature is Medium sized or smaller, it is sucked into
perform the service for some reason, you can’t cast the vortex and becomes restrained. On a successful
this spell again for at least 1 year; in addition, you save, a creature takes half the damage, and isn’t
receive a cumulative permanent -1 on all future rolls sucked into the vortex or restrained.
to receive a vision.
A creature that starts its turn restrained within
Regardless of the result you rolled, the magic item the vortex takes 2d8 bludgeoning damage and is
is consumed during the ritual, and fades out of drawn 10 feet higher. A creature that reaches the top
existence. Artifacts and sentient magic items can’t be of the vortex is ejected from the waterspout, and
used as components and are unaffected by this spell. thrown 3d20 feet up into the air. A creature thrown
from the vortex takes falling damage as normal.
Wail of Doom
Waterborne creatures of size Large or smaller that
5th-level necromancy come within 10 feet of the vortex must make a
Strength saving throw, or be sucked into the vortex
Casting Time: 1 action and suffer its effects.
Range: Self (30-foot cone)
Components: V You can use a bonus action on each of your turns
Duration: Concentration, up to 1 minute to move the waterspout up to 30 feet and cause any
creature that contacts the vortex to succeed on a
You let out a nerve-searing shriek that is both Strength saving throw or take the vortex’s full
damaging and terrifying. Each creature in a 30-foot damage and suffer its effects. A creature takes half
cone projected outward from you must make a the damage on a successful save, and doesn’t suffer
Constitution saving throw. On a failed save, the the vortex’s effects.
creature takes 8d6 psychic damage, or half as much
on a successful save. At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, both the bludgeoning
In addition, creatures caught in the cone must damage for contacting the vortex and for creatures
make a Wisdom saving throw or be frightened for restrained within increases by 1d8 for every slot
level above 7th.
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Withering Palm make the save again at the end of each of its next two
turns. On a success, the spell ends. Once a target has
7th-level necromancy failed its Charisma saving throw against this spell
three times, the effects of this spell last the full
Casting Time: 1 action duration.
Range: Touch
Components: V, S If you or any ally you included in this effect attack
Duration: Instantaneous the target or harm it with a spell, the spell ends.
Your touch withers flesh and bone. Make a melee If your campaign uses the optional Morale rules
spell attack against a creature within your reach. On described in Chapter 9 of the Dungeon Master's
a hit, the creature takes 10d6 necrotic damage and Guide, a creature under the effects of this spell makes
must make a Constitution saving throw. On a failed a morale check at the start of each of its turns. If it is
save, the creature suffers two levels of exhaustion. not hostile towards you when it fails a morale check,
On a successful save, the creature takes half the it surrenders rather than fleeing.
damage, and suffers only one level of exhaustion.
At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using a spell slot of 2nd level of higher, the psychic damage
spell slot of 8th level or higher, the necrotic damage increases by 1d4 for each slot level above 1st. When
increases by 1d6 for every slot level above 7th. you cast this spell using a spell slot of 3rd level or
higher, the duration increases to 1 hour.
Word of Authority
Word of Binding
1st-level enchantment
3rd-level conjuration
Casting Time: 1 action
Range: 30 feet Casting Time: 1 action
Components: V, S Range: 30 feet
Duration: 10 minutes Components: V
Duration: Concentration, up to 1 minute
You attempt to instantly convince one
creature within range who can hear and
see you not to act against your authority.
The target must make a Charisma saving
throw, which it makes with advantage if
its current hit points are more than half its
hit point maximum. If the target has an
Intelligence of 5 or lower, it automatically
succeeds.
On a failure, the target becomes
indifferent to creatures of your choice that
it was hostile toward for the duration. For
the same duration, the speed of the target
that failed the save is also reduced to 0,
and every time it makes an attack roll
against you or any ally you choose to
include in this effect, it takes psychic
damage equal to 1d4 + your spellcasting
ability modifier.
A target that failed its saving throw can
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You can force a Medium sized or smaller humanoid At Higher Levels. When you cast this spell using a
creature within range that you can see to make a spell slot of 5th level or higher, the thunder damage
Dexterity saving throw. On a failed save, the creature increases by 1d6 for every two slot levels above 3rd.
is bound at the wrists and ankles with magical
glowing manacles. The creature is restrained for the Zone of Respite
duration or until it escapes.
5th-level abjuration
The creature can try to escape the manacles by
using an action to make either a Dexterity Casting Time: 1 action
(Acrobatics) or a Strength (Athletics) check with Range: Self (20-foot radius)
disadvantage against your spellcasting DC. On a Components: V, S, M (a small amount of blood from
success, the spell ends. a gorgon)
Duration: Concentration, up to 10 minutes
Wounding Whispers
You create a zone of warding around you that hedges
3rd-level abjuration out otherworldly creatures, such as celestials, fey,
fiends, and elementals. These creatures can’t enter
Casting Time: 1 action or pass through the zone. In addition, the zone
Range: Self (5-foot radius) blocks teleportation, ethereal travel, and conjuration
Components: V, S spells. Creatures can’t cast teleportation or
Duration: Concentration, up to 1 minute conjuration spells within the zone, nor can they cast
these spells through the zone. Creatures affected by
You surround yourself with whispering voices that spells or features that allow ethereal travel or
carry the power of thunderous reprisal. A creature teleportation can’t enter the zone for the duration.
within 5 feet of you that hits you with an unarmed or
melee attack is hit with powerful echoes and takes At Higher Levels. When you cast this spell using a
2d6 thunder damage. spell slot of 7th level or higher, the zone’s radius
increases by 10 feet for every two slot levels above
5th.
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Chapter 7: Better Gaming
The rest of this book provides you with rich and character's skills. Help your companions avoid this
exciting new options for your character. This chapter dilemma by being punctual.
is a little different; it is about you rather than your
character. The intention is to help you become a Come prepared for fun
better player and (presumably) enjoy the game
more. You will have as much fun at the table as you allow
yourself to have. A good attitude can help elevate an
This material is divided into three parts: table otherwise mediocre game, whilst a poor attitude can
etiquette, roleplaying essentials, and elementary very easily destroy a potentially superb game. Bring
tactics. While this information is aimed at the novice, to the table a willingness to have fun. Make an effort
experienced players may find this chapter to be a to engage with the story the DM is telling, rather
helpful refresher. than poking holes in it. And be positive and
supportive toward your fellow players and their
Table Etiquette choices.
Etiquette is a social contract or code of polite Don’t fudge your rolls
behavior agreed on by a group of people. If you
respect the following rules, fellow gamers will have Everyone likes to win, and it can be very frustrating
few reasons to object to your playstyle. when your dice are rolling poorly. You may think
there is no harm in adding 1 or 2 points to your rolls,
Don’t be late but resist the temptation! Experienced players know
that some of the best moments in the game come
When you arrive late, your companions are left with from catastrophic dice rolls. The game would be dull
two unattractive choices: wait for you, or start indeed if you succeeded on every ability check or if
without you. Waiting around can be dull, and cuts every hit was a critical hit. The dice have an
into valuable game time. Starting without you may important role in the game; you should give them
leave the party understrength in combat, and unable space to play their part.
to overcome any challenges requiring your
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Only roll when asked Share the spotlight
The DM will let you know when you need to make a You will typically play with at least four other
dice roll. It's considered bad manners to roll people, and oftentimes more. Simple maths should
presumptively, and can lead to situations like this: tell you that you will be the focus of attention no
more than about 20% of the time, and probably less.
Player: I search the room [rolls]. I got 14 on my
Perception check. Dungeons & Dragons is a social and co-operative
game. In a well-functioning group, players are highly
DM: Umm... I was going to ask you to make an invested in the welfare of the other characters, and
Investigation check... are engaged with what everyone else in the party is
doing. Talking about the football while someone else
An exception to this rule often applies in combat, has their turn shows disrespect to that player and
where you make an attack roll immediately after the DM.
announcing an attack.
If you are completely uninterested in the doings of
Know the rules your fellow players at the table, then you either need
a new group or a new hobby.
If you have an experienced DM, it's possible to play
and enjoy the game with very little knowledge of the Be prepared for your turn
rules. That said, once you have decided to play
regularly, you will help your DM and your fellow One helpful thing you can do while others are taking
players enormously if you familiarize yourself with their turn is to prepare for your own turn. Think
the rules. about the current situation carefully, consult the
rulebooks if you need to, and mentally choose which
The good news is that the core rules are fairly actions you are going to take. Do these things and
concise. You really only need to read Part 2 of the you will be able to direct your character firmly and
Player's Handbook, which is less than 30 pages long. confidently when your turn comes around. If you
The rest of the book mostly offers character options, spend your turn vacillating between options, or
which you can read as required. There are also a lot slowly paging through the Player's Handbook, you
of good one-page cheat sheets available online. will create frustration for everyone else.
Know your character Avoid metagaming
Having become familiar with the core rules, you also Metagaming occurs when you use knowledge that
want to understand your particular character. You you (the player) are aware of, but that your
should read up about your race, class, and archetype. character is not aware of. A blatant example would
If you are a spellcaster, you will also need to study be if your barbarian, fresh from a primitive village,
the spells available to you. suddenly and inexplicably mixed saltpeter, sulfur,
and charcoal together in the exact proportions
At the table, you should know your AC (Armor needed to create gunpowder. This sort of behavior
Class), hp (hit points), HD (Hit Dice), proficiency must be flatly rejected.
bonus, main weapon attack bonus and damage dice,
as well as what skills you have. You should also be There are some borderline cases, though. The
familiar with whatever features are granted by your classic example is the troll, a monster which
race, class, and archetype. regenerates and can only be permanently killed with
fire or acid. If you have played a few games of
Dungeons & Dragons, you probably know how to
destroy a troll—but does your character know?
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Different DMs will have different attitudes to this. Roleplaying Essentials
Some will accept that this sort of monster lore might
reasonably have been accumulated during your Roleplaying means pretending to be someone you're
travels. You can imagine adventurers swapping tips not. It is a creative act, where you construct and
in the tavern over a mug of ale ("Fire doesn't hurt inhabit a new personality. It is one of the most
red dragons, ya say? Good to know.") But other DMs fundamental forms of play we engage in, one that
consider this to be metagaming. comes naturally even to young children. Roleplaying
games take this type of play and complement it with
The best way to prevent conflicts over this matter rules and structure that give your new character
is to talk to your DM and agree on a strategy. Good interesting goals, options, and situations to interact
communication will avert many future problems. with.
Respect the Dungeon Master Creating a character is at the heart of Dungeons &
Dragons, and developing a distinct and recognizable
This may be the most important rule of all. If you are persona for your character is one of the most
going to play Dungeons & Dragons, you must respect satisfying aspects of the game. Following are some
the role of the DM. The DM is ultimately there to basic tips to get you started.
create a fun experience for the group. In practice,
this means they have a great deal of influence over Be Careful with Voices
the unfolding story, and they are also the final
arbiter of the rules. First up, a caution. Changing your voice is an obvious
way to create a distinct personality. But you need to
If you go into a game trying to undermine the DM, be careful—unless you have had voice or theatre
you'll create a miserable experience for everyone training, it's easier than you think to damage your
present. If you spend your time trying to disrupt the vocal cords. That growling, menacing voice might
narrative the DM is creating, you have achieved sound cool, but you'll be struggling to talk after a
nothing clever or admirable. The DMs role is to couple of hours. For most people, using your own
create a compelling, story-based experience—your voice turns out to be the easiest and best strategy.
role is to engage with it. For example, if the DM
dangles a juicy piece of story bait in front of you, the Use Yourself as a Base
expectation is that you'll bite.
You may wish to play someone who is radically
One common way of disrespecting the DM is rules different from you in every way—for some, this is
lawyering. This involves constantly arguing with the part of the appeal of roleplaying games. However, it
DM’s interpretation of the rules. As noted above, the is very hard to construct a full personality from
DM is the authoritative interpreter of the rules, so scratch. If you are starting out, don't be afraid to base
arguing that they have gotten the rules wrong is your character off yourself, and simply add or
somewhat paradoxical. Beyond that, rules lawyers amplify two or three key traits.
are simply not fun—it is very tedious to sit and listen
to a heated argument over how many d4s to roll. If Don’t Be Afraid to Imitate
you believe the DM has genuinely misunderstood
something, respectfully (and briefly) make your case, A great strategy for novices is to base your character
and then graciously accept the DM’s ruling. off someone from your favorite show, book, or
movie. Don't worry about this being too derivative—
Ultimately, if you cannot give your DM this sort of by the time you add in your own voice and
respect, you will need to find another DM—and personality elements, the final mixture will be quite
maybe another gaming group. distinctive.
Page 161
Pick One Thing thinking." How can you use this to create a bond with
another character? Well, you might conclude that
When you're first creating you character, it's easier your character spends a lot of time at the temple, and
to focus on a single trait rather than trying to is very upright and devout. Perhaps one of the other
develop a complex personality immediately. This characters is an orphan who was raised by the
trait may be as simple as a catchphrase that your temple priests. Perhaps the high priest asked your
character uses. character to keep an eye on the orphan now that she
is grown up, and so you've followed her into a life of
The background system in the Player's Handbook adventure.
supplies you with a good character foundation. One
suggestion is to randomly roll your trait, ideal, bond, Not only does this relationship explain why your
and flaw, then pick just one of these to focus on for character has gone adventuring, it also suggests all
the first few sessions. Perhaps you are an acolyte of sorts of interesting roleplay opportunities between
Lathandar, and you roll "I am inflexible in my you and the orphaned character. Obviously, these
thinking" as your flaw. This could manifest in your bonds need to be created collaboratively with the
character saying, "I'm sorry, but that goes against the other players, but you'll find it can be great fun to do
tenants of my faith" when certain key decisions are so.
being made. This could even become your
catchphrase. Roleplay Your Actions
Don't worry that your character might seem to be Sometimes your character's actions will say more
one-dimensional. Characters are fleshed out over about their personality than words ever could.
many sessions of play, and you will naturally add Maybe your barbarian likes to charge through the
new personality dimensions as you go. But starting door while the rest of the party is planning things,
simple is an excellent strategy, especially for your perhaps your wizard tends to panic and cast fireball
first few characters. when startled, or maybe your rogue is an incurable
kleptomaniac. Decide whether your character has
Create a Bond with Other any peculiar mannerisms or habits, and think about
how you can work them into the game.
Members of the Party
Use a Prop
It is your responsibility to devise a reason for your
character to adventure with the rest of the party. If Using a prop can be an easy way to create a
you want to create a character who is a reclusive distinctive personality at the gaming table. If you
misanthrope, you also need to create a reason for have a wizard character, perhaps you can get a
that character to go adventuring—it is not the DM's plastic wand that you wave in an idiosyncratic
responsibility to try and lure you out of the hermit's manner whenever you cast a spell. Other good props
cave. include hats, scarves, lock picks, purses, rings,
jewelry, coins, gems, potion bottles, fake weapons,
A good way to do this is to create a bond with and so on.
another member of the party. One common bond is
to have your characters related to each other. Don’t Overdo It
Another common bond is to say that your characters
are childhood friends. These are perfectly good A common mistake for novice roleplayers is to
bonds, especially for novice players. overdo things in an attempt to really cement a
personality. For example, remember the catchphrase
The background system mentioned above can help we established above for our acolyte? You only need
you create more interesting relationships with other
characters. Consider the personality flaw we rolled
above for our acolyte, "I am inflexible in my
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to say that a couple of times per session for it to valuable resources, and leave you vulnerable to the
become strongly associated with your character. If next foe.
you say it 2 or 3 times per hour, everyone will
become heartily sick of it, and the overall effect will These points may seem obvious, but they are
be less convincing, rather than more so. worth stating. Ultimately, this is the measure you
must apply to every decision you make in battle—
Just as you only need a little salt to flavor your will it help inflict more damage on the enemy,
meal, you only need a little characterization each and/or reduce the amount of damage you receive? If
session to establish your hero's personality. Creating the answer is no, you need to reconsider your tactics.
a good character is usually achieved over many
sessions of play, rather than just one. Take your time Understand the
and enjoy the process!
Action Economy
Elementary Tactics
The energy developed by good fighting men is as the
He who knows these things, and in fighting puts his momentum of a round stone rolled down a mountain
knowledge into practice, will win his battles. He who thousands of feet in height.
knows them not, nor practices them, will surely be
defeated. - Sun Tzu, The Art of War
- Sun Tzu, The Art of War If you peruse RPG strategy forums, you will come
across the phrase action economy quite often, and
Tactics may be defined as the art of deploying and you will see that people place a great deal of
maneuvering your forces in battle, for the purpose of importance on it. But what does action economy
achieving victory over the enemy. Combat in
Dungeons & Dragons is always tactical in nature,
although the tactical depth will vary from game to
game. This section describes elementary combat
tactics that are applicable to just about every game
and playstyle.
Seek a Quick Victory
When doing battle, seek a quick victory. A long battle
will blunt weapons and diminish ferocity.
- Sun Tzu, The Art of War
Achieving victory in a Dungeons & Dragons battle is
very simple, if considered from one point of view.
You need to maximize the amount of damage you
inflict on your enemies, while minimizing the
amount of damage they inflict on you. There are
exceptions (such as when you are trying to capture
someone), but generally this is your primary goal in
combat.
And it is not enough to just win the battle—you
must win it quickly. You will likely face many battles
during a session, with no guaranteed time for rest
and recovery. A battle that is drawn out may deplete
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actually mean? Technically speaking, the action The action economy is very important for rogues,
economy in an RPG is the production, use, and as your Cunning Action feature allows you to Hide,
management of actions by creatures on the Dash, or Disengage as a bonus action. This means
battlefield. In simple terms, it's about how many you can Attack, then use Disengage to move out of
things a monster or character can do in their turn. melee range. Alternatively, you could use your bonus
Utilizing the action economy more efficiently will action to Hide each round, thereby gaining
greatly increase your character’s effectiveness in advantage on your attack and activating your Sneak
battle. Attack feature.
Let’s briefly look at how we can do that. In combat, These are just a couple of examples—there are
you may do the following each round: many more. Understanding the action economy is
one of the things that really differentiates the skilled
Move Change position whenever desired, player from the novice.
One action up to your speed
Know Your Role
One bonus Attack, cast a spell, Dash,
action Disengage, Dodge, Help, Hide, The clever combatant looks to the effect of combined
One reaction Ready, Search, use an object, use a energy, and does not require too much from
class feature individuals. Hence his ability to pick out the right men
One and utilize combined energy.
interaction Cast bonus action spells, Attack
with an offhand weapon, use bonus - Sun Tzu, The Art of War
action class features
There are many character classes in Dungeons &
Make opportunity attack, cast Dragons, and even more archetypes. In combat,
reaction spells, perform a readied however, characters tend to follow one of a small
action, use reaction class features number of defined roles. Each role brings a different
capability to bear on the battle, and each role makes
Speak plus a simple interaction a unique contribution to the different challenges
with an object (open a door, draw faced. It's not strictly necessary to cover each of
your weapon, etc.) these roles in your party, but it will usually make
victory easier if you do.
You will notice that everyone usually gets an action,
but bonus actions and reactions are rarer. In Defenders
practice, this means that you should use them
whenever available in order to use your action Defenders are frontline combatants, who protect the
economy most efficiently. Carefully check your rest of the party from enemy attacks. They typically
feature list to see which ones might be available as have a high armor class and a high hit point total. A
bonus actions or reactions. Spellcasters should also party without defenders may soon find itself overrun
check the casting time on all of their available spells. in battle. Fighters and paladins are classic defenders,
and barbarians can play this role as well. Dwarven
A couple of practical examples are in order. Say clerics, with their combat training and legendary
you're playing a cleric, and one of your comrades is toughness, sometimes find themselves on frontline
injured and requires healing. You could cast cure duty too. Defenders are also known as tanks, meat
wounds, but this will consume your action. However, shields, and bricks.
healing word may be cast as a bonus action; it does
less healing, but it leaves your action free, so you can Strikers
still take an Attack action. Is one extra attack going to
make much difference? Yes! See "Seek a Quick Strikers are able to deal massive amounts of damage,
Victory" above. usually focused on a single target. A party without
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strikers will struggle to defeat the more powerful When you select your archetype, consider carefully
monsters, and will find even lesser battles devolve what role it will enable you to play in combat.
into painful attrition contests. Rogues are often
strikers in combat, with their high maneuverability Know Your Enemy
and devastating sneak attacks. Fighters, barbarians,
monks, rangers, warlocks and sorcerers can play this If you know the enemy and know yourself, you need
role too. Strikers are also known as damage dealers, not fear the result of a hundred battles.
blasters, and dps (damage per second).
- Sun Tzu, The Art of War
Controllers
If you know nothing about the monster you are
Controllers handle large numbers of enemies at the fighting, how can you have any confidence that you
same time, either using damaging area spells to will defeat it? When facing a new monster, your first
deplete their numbers, or by disrupting their tactics, question to the DM should be "What do I know about
sometimes even changing the shape of the battlefield this creature?" The DM will often ask you to make an
in clever ways. A party without a controller can find Intelligence (Nature) or an Intelligence (Arcana)
themselves overwhelmed by large numbers of less check. Common information you want to know
powerful foes, who can otherwise exploit the action includes:
economy against the party. Wizards are the most
common controllers in the game, though druids What type of monster is this (humanoid, beast,
often play this role as well. Controllers are also construct, etc.)?
known as crowd control or CC.
How many attacks does it make?
Enablers
What type of damage does it do?
Enablers work by enhancing other members of the
party. They might provide healing, magical Does it have any special abilities?
protection, or attack bonuses. Sometimes they also
have the ability to make an enemy more vulnerable Can it cast spells?
in some way (thereby "enabling" their comrade's
attack). A party without enablers will find its Does it have any damage vulnerabilities?
resources quickly depleted, that it cannot "turn
around" a battle that is going badly, and that it lacks Does it have any damage resistance or
the ability to overcome difficult foes. Clerics and immunities?
bards are most commonly played as enablers, though
rangers, druids and paladins also play this role. The last question is very important, as its possible
Enablers are sometimes called supporters, leaders, for your party to inflict large amounts of ineffective
boosters, healers (when they heal), and buffers. damage on a monster. Those using conventional
weapons will be pleased to know that few monsters
A Final Note have resistance or immunity to piercing,
bludgeoning or slashing damage—although a large
The above descriptions suggest which classes can number of monsters are resistant to such damage
occupy each role. However, fifth edition Dungeons & from nonmagical weapons.
Dragons is more flexible than this. There are
archetypes that enable classes to play different For spellcasters, though, this question is of
roles—for example, the battlemaster archetype gives paramount importance as their spells inflict a
the fighter some enabler and controller features. specific damage type, and monsters are often
resistant or immune to such damage. In the absence
of any other information, here are a few rules of
thumb:
Many monsters are immune to poison damage
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After that, resistance or immunity to fire and cold anywhere on the battlefield to exploit an
damage is most common opportunity.
Resistance or immunity to force or radiant Disengage allows you to move without provoking
damage is rare opportunity attacks. This is a very powerful
ability, most often used when you are retreating
Know your enemy! Even just a little knowledge from a fight. But you could use this to leave the
about a monster can make an enormous difference to front, skirt the enemy flank, and engage weak
the outcome of the battle. forces in the rear, for example.
Don't be Afraid to Run Dodge imposes disadvantage on all attack rolls
made against you. If you have a high AC, it can
He will win who knows when to fight and when not to make you very hard to hit indeed. Although
fight. frontline defenders are often reluctant to give up
the chance to make an attack, using the Dodge
- Sun Tzu, The Art of War action can be a good option when facing powerful
enemies.
There is no guarantee that every battle is winnable.
As it happens, there has been a move away from Help allows you to give advantage to the attack
perfectly balanced combat engagements in fifth roll of one of your comrades. If a monster is
edition Dungeons & Dragons, and the system has proving especially difficult to hit, it might make
been deliberately made more "swingy" than other sense to sacrifice your own Attack action in order
recent editions. This means it is very possible to find to help someone else hit.
yourself losing in combat.
Scout Ahead
Retreat is almost always an option. There is
nothing dishonorable about a tactical withdrawal, What enables the wise sovereign and the good general
and even a disordered rout is better than a TPK to strike and conquer, and achieve things beyond the
(total party kill). All good players know that there is reach of ordinary men, is FOREKNOWLEDGE.
a time to fight and a time to flee.
- Sun Tzu, The Art of War
Use the Forgotten Actions
A very foolish, but very common, tactic is to blindly
Do not repeat the tactics which have gained you one open a door and charge into the room beyond. With
victory, but let your methods be regulated by the no knowledge of what you're facing, how can you be
infinite variety of circumstances. confident of victory?
- Sun Tzu, The Art of War Fortunately, you have several ways to discover
what dangers lie ahead of you. Your stealthy rogue
In combat, you will most often use your action to can sneak ahead of the party, or your wizard can
attack, cast a spell, or use a class feature. This makes send their familiar before you. Spells such as arcane
good sense, given that these actions are usually the eye can also be used to spy out the enemy.
ones that will help end the fight most quickly. There Forewarned is forearmed, and experienced players
are other actions available in combat, however, that will take the time to utilize these options.
can provide great tactical advantage if used
correctly. These actions are Dash, Disengage, Dodge, Fight at a Time and Place of
and Help:
Your Choosing
Dash allows you to use your action to move up to
your speed again. Given that most battles in the Generally, the army prefers high ground and dislikes
game take place over relatively small areas, dash low ground, values the sunny side and despises the
potentially allows you to transport yourself
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shady side, nourishes its health and occupies places and have had time to formulate a good battle plan.
with resources, and avoids numerous sicknesses. These You should also fight at a place of your choosing.
factors mean certain victory. Sometimes the location won't make much difference,
but sometimes fighting a monster in its lair is a very
- Sun Tzu, The Art of War bad idea, as it may have special defenses set up, or
special abilities it can use. In such cases, perhaps you
More than a few parties have stumbled into a boss can lure the monster into a corridor, or even out of
fight at the end of a hard day's adventuring, with hit the dungeon entirely. These tactics are worth
points and spells running low, and the monster considering.
fighting on its favored ground. Defeat is very likely
under such circumstances. Controlling the time of battle and the choice of
battlefield can have an enormous impact on the
You should engage in challenging battles at a time outcome, and go a long way toward ensuring victory.
of your choosing—usually when you are well rested,
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Chapter 8: Character Names
The following names are found throughout the Artonn, Artur, Arveele, Arveelifrey, Arveelma,
Forgotten Realms. They may be used by any gender Arveena, Arveene, Arveer, Arveera, Arveeri,
or race. Arveestra, Arveetali, Arveeth, Arveetha, Arveethra,
Arvid, Arwen, Ascelin, Aseel, Asfrith, Ash, Ashaera,
Forenames Ashnairn, Asilther, Askarran, Aski, Askral, Aslanna,
Aslyn, Asmreene, Astelark, Asztellor, Athlan,
Aalia, Aanya, Abanth, Abbarraith, Abran, Acwulf, Ada, Aubaerus, Audara, Augaurath, Augi, Auldo, Aumados,
Adelard, Adelo, Adjuz, Adorra, Adran, Adrik, Aellic, Aumbyr, Aumthurr, Aundaman, Aungul, Aunselrus,
Aerad, Aercruth, Aerel, Aeriskul, Aerithae, Aeroth, Aunstel, Aunthordryn, Authraukh, Avenel, Avlar,
Aescman, Aethelric, Aglar, Aglast, Aglavia, Agundar, Ayla, Aylen, Ayne, Azkhazan, Azlaer, Baelam,
Ahlzul, Ahrakshar, Ahraul, Ailadrea, Ailun, Aithlin, Baelrun, Baer, Baeraunt, Baerem, Baergil, Baeria,
Akara, Akile, Alabraunzor, Alace, Alagairtha, Alagh, Baerikho, Baerkezel, Baerlear, Baerlum, Baerom,
Alaghust, Alaice, Alamanth, Alan, Alaphale, Alasstan, Baershoon, Baerth, Baerthim, Baharrokhbrur,
Alasturan, Alatha, Alauntra, Alauntran, Alavandur, Bahenny, Balaerd, Balagaerus, Balahond, Baldask,
Albadan, Albaer, Albaerum, Albaeryl, Alberich,
Albhaera, Alchere, Alcimer, Aldamair, Aldon, Aldred,
Alduth, Aldwin, Aleena, Alefrey, Alele, Alelifrey,
Alelma, Aleman, Alena, Alender, Alendri, Alene,
Alera, Alerri, Alessail, Alessele, Alestra, Aletali, Aleth,
Aletha, Alethra, Alewan, Alf, Algahund, Alghazh,
Algot, Ali, Alina, Alindluth, Alisa, Alisheen, Alither,
Almandass, Almer, Alnegust, Alonthan,
Alooshtabban, Alorxlan, Alosar, Alric, Alruen, Alstan,
Althan, Althune, Alun, Alvandaer, Alwy, Alys,
Amafrey, Amalaree, Amaldur, Amaleene, Amana,
Amander, Amandri, Amane, Amara, Amaratha,
Amareene, Amari, Amarnin, Amarri, Amarth,
Amastra, Amatali, Amatha, Amathra, Amaundra,
Amawan, Ambras, Amee, Amlar, Ammagil, Ammatha,
Ammellaraume, Ammethrine, Amratha, Ana, Anadul,
Anaethe, Anassra, Anauril, Andegar, Andegor, Andel,
Andelark, Andem, Andeman, Andender, Ander,
Andergor, Anderth, Andesef, Andeth, Andevel,
Andorn, Andrath, Andreth, Andrus, Angel, Anika,
Ankathra, Anlarahlatha, Annalathra, Annarath,
Another, Ansgul, Ansilber, Ansultath, Anthagar,
Anthalus, Anthara, Antharn, Antholo, Anthormbrur,
Anthren, Antrus, Arachhar, Aramil, Arannis, Araugul,
Araundeth, Aravil, Arbane, Arbleth, Arbold,
Arcathrae, Ardel, Ardethra, Arendreth, Arghast,
Arjun, Arkady, Arlborm, Arleithe, Arlessa, Arlho,
Arlparn, Arltan, Arluin, Armillian, Armlarra, Arod,
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Baldaster, Bali, Bandoon, Bangraerho, Baralea, Darrusktraal, Darsh, Darthemran, Darviathar,
Barandon, Baraundarella, Barimus, Barrast, Barrera, Darvin, Darvoro, Darya, Dath, Dathamra, Dathanae,
Barrin, Barthos, Barusz, Baskar, Bastabar, Bedelve, Dathlinn, Dathlue, Daunphar, Daunten, Dauntil,
Bedever, Belaerdros, Belarchass, Belarin, Belark, Daustable, Dawn, Dazniir, Deggeth, Deleetha,
Belarkh, Belarl, Belbatha, Beldar, Beldara, Beldor, Delmaster, Delmistra, Deltar, Delthyr, Delune,
Beldryn, Bele, Belegoss, Belemos, Beleryk, Belgrim, Delzmaer, Dendrand, Dereira, Derkryl, Derrin,
Belgur, Belhuar, Belifrey, Belintar, Belling, Bellothiir, Desirae, Dessout, Dethelle, Dethma, Detho, Dev,
Bellym, Belma, Belmargh, Belmira, Belogh, Belpir, Dezrin, Dhag, Dhaliima, Dhalmass, Dhelthaen,
Beltarkh, Beltyn, Beluane, Belward, Beman, Bensyl, Dhurthal, Dia, Diadar, Diana, Distyl, Dlaerek,
Ber, Bera, Berard, Bereene, Berengaria, Beri, Dlarbuth, Dlarthen, Dlotho, Dodd, Dogar, Dolm,
Bernwulf, Berold, Berothir, Berri, Berrian, Beso, Dolrur, Dolzhabban, Dom, Domnic, Dona, Donalthur,
Bessele, Betali, Beth, Betha, Bethe, Bethildritar, Donn, Dontin, Dor, Dorn, Dorosze, Dorth, Doth,
Bethra, Bethys, Bewan, Bezoldur, Bezrar, Bhaerlith, Dovel, Dredra, Dreetha, Drengs, Drooud, Druu,
Bharang, Bhaulaea, Bhela, Bhellobir, Bicca, Biss, Dubhan, Dubrin, Dubrinlar, Duiwin, Dulbiir, Dulgud,
Bjorn, Blackhand, Blaecmann, Blagar, Blaraun, Dundable, Dunlass, Dunlath, Dunman, Dunsar,
Blarun, Blaskarn, Blasko, Blath, Blayvur, Bledryn, Dunsel, Dunzrin, Durammath, Durendar, Durgo,
Blentra, Blesk, Blohin, Blusken, Bluthba, Bolli, Boln, Durve, Dusk, Duskrel, Dutharr, Duthrala,
Boman, Bondal, Bondi, Bonn, Bor, Bordros, Borstag, Duthsurouk, Duval, Dysbygur, Dyulatar, Dzance,
Bothild, Bovi, Bowdar, Brace, Bracegar, Bracerim, Dzeldazzar, Eaerlraun, Ebbi, Ederic, Edwin, Egbert,
Bradd, Bradel, Bragor, Bralm, Braman, Bran, Brand, Eighlar, Eirik, Eiruvan, Elaerue, Elassa, Elbaerl,
Brandal, Brander, Brandur, Brandyjack, Brann, Brar, Eldahil, Elduskryn, Elember, Elena, Elevos, Elferel,
Brargor, Braunstar, Brel, Breldur, Brengur, Brensyl, Elfgar, Elgarr, Elgrol, Elhazir, Elimier, Elintel, Elkar,
Brentaen, Bresind, Bricthere, Brictric, Brictward, Elktazar, Ella, Ellanath, Eloem, Elphraun, Elros,
Briel, Brin, Brindith, Brindorhin, Brit, Broalaunt, Elskryn, Elsraea, Elsura, Eltagar, Elvaerund, Elvolaer,
Broklauss, Bronsus, Bronte, Brorath, Brorin, Bross, Elzir, Ember, Embran, Emelduur, Emerel, Emglar,
Brottor, Brozzart, Bruel, Bruenor, Bruithyn, Brunard, Emlarlra, Emmurgan, Emril, English, Engult,
Brund, Brynlee, Brynn, Brynna, Buldegas, Buldo, Enklaevur, Ensebel, Ensril, Erchenger, Erchenold,
Bulgoz, Bulzim, Bungol, Buorstag, Burgesses, Burghi, Erdan, Erding, Erdwulf, Erelda, Erembald, Ereskas,
Burgred, Burny, Caddelyn, Calantar, Caldor, Calina, Erethorn, Erevan, Erewan, Erik, Erin, Erlan, Erlo,
Calrauth, Carric, Carthclarr, Castle, Caunter, Cedric, Ermengot, Erneis, Erngar, Ernwin, Ernwy, Esheen,
Cefrey, Celestine, Celga, Ceolred, Ceolstan, Ceolwold, Essen, Estred, Esvele, Esvelga, Esvelma, Esvena,
Cer, Cera, Cetali, Cewan, Chaddath, Chalace, Esvender, Esvendri, Esvera, Esvetha, Esvethra,
Chalanna, Chalannos, Chalasstir, Challace, Chalthos, Esvewan, Ethark, Ethla, Ethrael, Eva, Evel, Evelark,
Channas, Chathlos, Chathond, Chaunsel, Cheiromar, Evelm, Evem, Evender, Evendove, Evendur, Evenn,
Cheiros, Chelbeth, Chesslyn, Cheth, Chonszul, Eveth, Evinther, Ewein, Faen, Faeraula, Faerdinel,
Chuldos, Chulu, Clabbas, Claman, Clargustus, Faress, Farl, Farrgaunlar, Farsyr, Fatherling, Fathir,
Claunkrar, Clelarra, Cliber, Colwin, Corauth, Corbin, Fayne, Feerond, Feldaern, Feldran, Felfaarin, Felsath,
Corda, Coredelia, Corwin, Cullathas, Cuthric, Dabron, Fflindar, Fiera, Fiiriia, Filjin, Fillaro, Finlisker, Fleur,
Daeasaunce, Daelzun, Daerath, Daerimel, Daerinth, Flindurl, Flint, Floonq, Fodel, Foman, Forester,
Daerthglara, Daglar, Dagleth, Dahalzel, Dain, Forestfar, Forn, Forth, Fragar, Fram, Framan, Fran,
Dairantha, Daisy, Dajalra, Dak, Dakoda, Dalance, Frander, Frandur, Frar, Frath, Fraval, Fravel, Freya,
Dalash, Dalzhel, Dananaeshun, Danchaezhur, Frida, Frienday, Frumold, Fulcher, Fulco, Fulcwin,
Dannath, Dantymer, Dar, Darandra, Daranthra, Furgh, Furnald, Fyn, Fyrdol, Fyrtal, Gilbert, Godric,
Dararra, Darathra, Darblas, Darblin, Darbrael, Gabreth, Gadult, Gahoast, Galaglavur, Galaskya,
Dardulph, Dargul, Dark, Darndrella, Darnym, Darrak, Galass, Galathen, Galathsar, Galaunt, Galmai,
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Galmorgh, Galzar, Galzeth, Gammeir, Garlandor, Igarth, Igathar, Igavel, Ilast, Ilbarth, Ildel, Ildul,
Garren, Garstul, Garthim, Garuskus, Gathkatra, Ileireya, Ilger, Ilhadra, Ilingruil, Iliphanar, Ilithar,
Gaudle, Gaunthan, Gauthklaun, Gauthraun, Gedd, Gel, Ilreth, Ilrin, Ilsig, Ilthanas, Ilthkrist, Ilurvas, Ilyouma,
Gelark, Gelder, Geldroon, Gelm, Gelzunduth, Gem, Ilyykur, Imgrith, Immithra, Imriskril, Imrith, Inbrurr,
Gendal, Genn, Gerbodo, Gerd, Germund, Gern, Indralagar, Indreth, Ingle, Ingrid, Inthras, Ioghil, Ira,
Gerstag, Gerth, Gesef, Geth, Gglaerthus, Iraeghlee, Irimae, Irmir, Irriphar, Istryn, Ithriya,
Ghaddarondas, Ghastar, Ghaur, Ghaurann, Iusten, Ivan, Ivellios, Ivo, Ivodel, Ivol, Ivolm, Ivoman,
Gheladaram, Ghelimar, Ghondalaath, Ghorn, Gidion, Ivon, Ivonder, Ivondur, Ivonn, Ivor, Ivorstag, Ivosef,
Gillebride, Gilli, Glael, Glaendra, Glamerie, Glandal, Ivoth, Iwain, Izaac, Izimmur, Izolda, Jabban, Jaervosz,
Glanvyl, Glar, Glarasteer, Glaress, Glarmin, Glarn, Jagelin, Jai, Jaklyn, Jakov, Jalarghar, Jalarkh, Jalassa,
Glasef, Glaunthas, Glaurant, Glendar, Gochal, Godel, Jalathra, Jalessa, Jaluster, Jalyp, Jamith, Jamrado,
Godolphin, Godtovi, Godwin, Goghkh, Gol, Goldaun, Janathra, Jantharl, Janthobell, Janthra, Janus, Jaorge,
Goldnir, Goldor, Golkont, Gom, Goman, Gondal, Jarlathin, Jarrok, Jarth, Jasilmer, Jasper, Jasser,
Gonder, Gondulrim, Gondur, Gonth, Gor, Gorar, Jastarl, Jatha, Jathlet, Jathoondar, Jathul, Jayco, Jayde,
Gordel, Goreld, Gorlaung, Gormstadd, Gorn, Gorstag, Jaylee, Jelvarel, Jessika, Jesskra, Jesslinn, Jethen, Jex,
Gortbalath, Gorth, Gosef, Goth, Gothar, Gothlinn, Goti, Jhalahaskur, Jhalanessa, Jhalang, Jhalarg, Jhalvar,
Gower, Grace, Graer, Grapinel, Gratus, Grauble, Jhamma, Jhandess, Jhaness, Jhanil, Jhannath, Jhastan,
Grento, Grigor, Grigory, Gril, Grilm, Grim, Grindal, Jhaunsyr, Jhelga, Jhelma, Jheman, Jhembryn, Jhena,
Grindoll, Grisef, Grith, Grivel, Guldagh, Guldahan, Jhender, Jhendri, Jher, Jhera, Jhereene, Jherth,
Guldark, Gulden, Gulder, Guldus, Gulgoryn, Gulthagh, Jhessail, Jhestra, Jheth, Jhethra, Jhewan, Jhewen,
Guluskrar, Gundulf, Gunzuth, Gurdath, Gurimn, Jillian, Jkannyl, Joam, Jollyar, Jolora, Jolthiir, Jolthur,
Gurth, Gustar, Gustrus, Guth, Guthel, Guthfrithr, Jonas, Jonstal, Jorm, Joser, Joysarra, Juldin, Juldoon,
Guthtal, Guzundul, Gwuildeth, Gyrth, Gzelder, Juliel, Junsable, Juth, Juthindar, Kadarach, Kae,
Humphrey, Haca, Haeld, Haemar, Haerldoun, Kalamdaer, Kalandra, Kalastiira, Kalga, Kali, Kalifrey,
Hagebern, Hagni, Haimo, Halakoun, Halamor, Halath, Kalma, Kaltroot, Kaman, Kana, Kandri, Kane, Kar,
Halaugle, Halazar, Halaze, Haldos, Haldroun, Kara, Kareene, Kari, Karri, Karst, Kassail, Kassina,
Halemar, Haljann, Haloom, Haloronda, Halrith, Kastra, Katali, Katelga, Katelifrey, Kateman, Katena,
Halthara, Halver, Hamandrar, Handratha, Handrorn, Katender, Katendri, Katera, Katereene, Katernin,
Hanno, Haramond, Harandave, Harauna, Harboot, Katestra, Katethra, Katewan, Kath, Kathat, Kathra,
Hardreth, Hargoada, Harhallo, Harkle, Harlar, Katrianne, Katyra, Kauladd, Kaulvaerus, Kawan,
Harlenduth, Harlhaun, Harmel, Haronstin, Haroon, Kawkuz, Kefrey, Kelga, Kellan, Kelma, Kelsar, Kelsie,
Harth, Hartholan, Hash, Hastaltun, Hastammer, Kelsyn, Keltan, Kendra, Kera, Kereene, Keri, Kerri,
Haugratha, Haularake, Haundrae, Hawksguard, Kessail, Kessele, Ketali, Keth, Ketha, Kethra, Khair,
Hazel, Helauther, Helbronsar, Helcer, Heldryn, Khalond, Khamlautas, Khammath, Khaundrove,
Helduth, Helezmur, Helglan, Helm, Helmir, Heloise, Khondal, Khondall, Khossont, Kian, Kildrak, Kithri,
Helthar, Helto, Helvara, Henn, Herch, Herekh, Klamaer, Klara, Klathlaaedin, Klaun, Klauntra,
Herfrid, Hergor, Herle, Herstag, Hervey, Hesperdan, Kloktlann, Klondras, Klonthaer, Kodal, Kol, Kolm,
Heth, Hezelin, Hezind, Hildebert, Hiloar, Hindror, Koman, Konn, Kor, Korstag, Kosef, Koth, Kothont,
Hinthar, Hladim, Hlardas, Hlartenth, Hlarvo, Hlithal, Koyth, Kraligh, Krondar, Krostur, Krystal, Krystus,
Hlonsker, Hlund, Hoelorton, Holly, Holman, Hondrul, Kulmur, Kulthan, Kumur, Kurskos, Kurskyn, Kuskur,
Hondryre, Honglyn, Horgar, Horl, Horl/Horlhorn, Kuth, Kuthe, Kybal, Kyllyrd, Kyra, Kythsara, Labbath,
Horlor, Hornadar, Horthan, Horthander, Hosta, Ladd, Laddath, Ladlan, Laeduth, Lael, Laerlee, Lairu,
Hothrae, Hugh, Hulburk, Hulik, Huln, Hundar, Lajarama, Lalma, Lalym, Lam, Laman, Lamintar,
Hundarr, Hundger, Hundurr, Hunebot, Huntileir, Lana, Lander, Landon, Lane, Lanther, Lanthroanra,
Hunwulf, Hurmeldra, Huthur, Iardon, Igan, Igar, Lanvyl, Lar, Lara, Larass, Lareene, Larglar, Largor,
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Lari, Lariond, Larlake, Larm, Larruz, Larstag, Lashan, Multhimmer, Munsrum, Muoreth, Muraevus, Murail,
Lassail, Lassele, Latali, Latha, Lathacetraal, Murlith, Murth, Muskoleir, Mylene, Mylyrkhon,
Lathangoleir, Lathintel, Lathkoon, Lathluryl, Lathra, Myschanta, Naed, Naera, Naere, Naerlyn, Naernythra,
Lathsyr, Lauratha, Laval, Lavandril, Lavhelhar, Naerthiiya, Naevur, Naganthuur, Nagra, Naill,
Lazalar, Leahon, Leelae, Leethar, Leethila, Leif, Nairgel, Nairith, Nairmel, Najirit, Nandar, Naneatha,
Lentyl, Leofman, Leofson, Leofward, Leomer, Nar, Nara, Nardred, Nareene, Nareira, Narisa,
Leshanna, Let, Levalas, Lhamalask, Lharavild, Narlbar, Narlglar, Narlhelm, Narnin, Narsel, Narthel,
Lhardoagur, Lhemako, Lheskar, Lhestyn, Lhuin, Lia, Nartheq, Nartholvan, Naskaler, Nastra, Nasz,
Lightal, Lilithai, Lillian, Liriel, Lise, Llashloch, Llora, Naszuth, Natali, Nathchanczia, Nathglaryst, Nathla,
Loaber, Loaros, Loberlinn, Lodo, Loezyn, Loktal, Nathlin, Nathra, Nathscal, Navrilstar, Navro, Nawan,
Lolrthlar, Loreth, Lorna, Lornstable, Loryndalar, Neel, Nelazra, Nelm, Nelver, Nelzara, Nemrin,
Lothan, Lottie, Loustern, Lox, Lucklai, Ludd, Lufrey, Nendraer, Nerim, Nesker, Nethaug, Nethlond,
Lulma, Lulth, Luman, Luna, Luorn, Lureene, Lurgh, Neverretha, Nidus, Nimburr, Nina, Ninthalor, Nip,
Lurk, Lurpryn, Luskralus, Lussail, Lustra, Lutali, Niro, Nita, Nithanalor, Nivlin, Nix, Nol, Nolbi, Nolvur,
Luth, Lutha, Luthdren, Luthra, Luwan, Lyaunthra, Norgiold, Norgluth, Nornel, Norphym, Noskar,
Lylas, Lynessa, Lzammer, Maccus, Maea, Maegold, Nphreg, Nuathue, Nulrove, Nuthland, Nyaril, Nym,
Maehin, Maelarkh, Maelcolumban, Maelmaedhog,
Maelra, Maerador, Maeragh, Maeragra, Maeramanta,
Maerdeth, Maerhindor, Maerklara, Maerleergoch,
Maerlus, Maeroch, Maerogh, Maerpir, Maerstar,
Maevor, Mairgaer, Mal, Malakar, Malaric, Malark,
Malasker, Malcer, Malcrosz, Maldeth, Malga, Malgart,
Malharduu, Malifrey, Mallar, Mallastyr, Malma,
Malpeir, Malthorn, Malthuk, Maluradek, Mana,
Manasseh, Mander, Mandri, Mandur, Mane,
Manlathyr, Mann, Manna, Manthar, Mar, Mara,
Marandur, Marask, Maraunt, Mareeka, Mareene,
Mari, Marintor, Markalus, Markhlar, Marlrondur,
Marlstone, Marlyar, Marrhrek, Marsara, Martul,
Massalan, Massele, Massim, Matali, Matha, Mathal,
Mathra, Maulauke, Maurvurr, Maval, Mavreen, May,
Meermeera, Meirgin, Meirmeir, Melark, Melgor,
Melgora, Melvar, Melve, Merald, Merlara, Mester,
Mestrel, Meth, Methild, Mezrin, Mhael, Mhaer,
Mhaerek, Mhaernos, Mhaes, Mhair, Mhaumask,
Mhezenter, Mierest, Mieruura, Mieskal, Miirsar,
Milaster, Milcer, Milifrey, Milma, Mim, Mimbur,
Mindal, Minn, Mira, Mirgor, Miri, Mirri, Mirshim,
Mirth, Mispurr, Misrim, Missele, Mistmyr, Mistra,
Mith, Mithintle, Mithrin, Mival, Miwan, Mlael, Mlizar,
Mnester, Moakim, Modwin, Mogar, Mogor, Moldgar,
Moongentle, Morala, Morganwy, Morgran, Morn,
Morrum, Mortuth, Morvan, Mosef, Mother,
Mousomyn, Mrandrivurr, Mrathaera, Muimzir,
Muldair, Muldiver, Mulkaer, Mulker, Multhim,
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Nyndel, Nyntynel, Nypan, Nythyx, Nzal, Obaerambair, Rondarro, Ronder, Rondreval, Rondri, Ronsil,
Ober, Ochalor, Oda, Odel, Odelin, Odette, Oedachlo, Roreene, Rorelda, Rorlram, Rorold, Roryl, Rossele,
Oelin, Ogden, Oglentyr, Ohlmar, Oidelard, Olaundran, Rothra, Rotlesc, Rowan, Roysil, Rozul, Rraskar,
Oldor, Oldyle, Olephzgar, Olga, Olimbur, Olipur, Ruaugh, Ruby, Ruillic, Ruirlon, Rundarvas, Rundegos,
Olivia, Olm, Olma, Olmaer, Olmar, Ologhyn, Olophyn, Rundleth, Rundolphyn, Rundorl, Rune, Runelee,
Olyrnn, Olzogath, Om, Oman, Omslauvur, Onder, Runstal, Ruskrus, Ruthdass, Ruthgulur, Rysdan,
Ondovir, Ondri, One, Ongalath, Ongleth, Onskrar, Saalariira, Saeman, Saerdar, Sai, Sakra, Salangur,
Onsruur, Onstag, Ooblar, Ooumraun, Oountokh, Salartryn, Salreen, Salvi, Samaerra, Samal, Sameera,
Opara, Oparlra, Ora, Orauna, Oraundro, Orbedal, Sammeth, Samrathren, Sandyrina, Sansrar, Sapphail,
Orblemar, Orbold, Orbraun, Orbrorth, Orbul, Saprach, Sar, Sara, Saraebo, Saravho, Sardrin,
Ordheah, Ordren, Ordwulf, Oredal, Oredel, Orel, Sareeka, Sarkh, Sarlgon, Sarrand, Sashesh, Sashsash,
Orem, Oreman, Oreth, Oreval, Orevel, Orgul, Ori, Saszesk, Scarscales, Schollus, Scova, Sedal, Sedros,
Orin, Oristel, Orjalun, Orlath, Orlavar, Orlaway, Seergar, Segar, Sekoe, Sel, Selcheth, Selda, Seldemer,
Orlenstar, Orlethar, Orlin, Orlor, Ormduth, Ormitrar, Selm, Selmavra, Selvar, Semkhrun, Semskarr, Sen,
Ormsel, Ormthel, Orntharm, Orokh, Orolin, Oron, Sender, Sendever, Sendur, Senira, Senn, Sergor, Sern,
Orphast, Orri, Orsar, Orthel, Oruld, Orvan, Orviir, Sespetralee, Sesszemur, Seth, Sevan, Sevelda,
Orzendar, Osbert, Osbryn, Osef, Oskar, Oskryn, Oslin, Sezimmer, Shaara, Shaddara, Shadowglint, Shaerdon,
Osmund, Ospar, Ossel, Osstiurr, Ostor, Oswald, Oth, Shaeroon, Shalaelryn, Shalaer, Shalaerla, Shalara,
Othra, Othrong, Oval, Owine, Padd, Paeroppur, Shalasstalla, Shale, Shaleen, Shalifrey, Shalira,
Paerus, Palm, Pan, Pardulph, Parlymzgar, Parth, Shalma, Shaloss, Shambarin, Shamur, Shanaya,
Paulinus, Pauntraal, Pavel, Pelardh, Pellasz, Pelm, Shandaril, Shander, Shandlara, Shandri, Shandysar,
Peregar, Peren, Perendra, Peret, Phaerl, Phaesha, Shane, Shansra, Shar, Shara, Sharanralee, Shareene,
Phajdryn, Phanarr, Phandurn, Phangarl, Phann, Shari, Sharlee, Sharmra, Sharnin, Sharoon, Sharri,
Phasral, Phassra, Phelajarama, Phelas, Pheljara, Sharwyn, Shassail, Shassra, Shastra, Shatali, Shath,
Phelpar, Phelzaron, Phenalon, Phezult, Phirauz, Shatha, Shathra, Shawan, Sheenra, Sheirtalar,
Phlambror, Pholruth, Phultan, Pigman, Pinson, Shendle, Shiluan, Shimmaree, Shindal, Shonsarra,
Pladros, Plessendar, Porairatar, Presper, Psammas, Shoundra, Shrimmer, Shuldo, Sieran, Sigar, Sigrid,
Purk, Qoha’Dar, Quace, Quarra, Quelamtor, Quenel, Sigsteinn, Sildil, Silifrey, Silma, Siman, Simmera,
Queneva, Quezzo, Quizzinglas, Quorl, Radd, Radel, Sindri, Sindyl, Sinoth, Sintyr, Sira, Sireene, Siri,
Radralla, Rael, Ragar, Ragefast, Ragne, Ral, Ralcer, Sissele, Sistra, Sitali, Sithra, Siwan, Skalandro,
Raloelra, Ram, Raman, Ramanath, Rambuck, Randal, Skelznyn, Skoalam, Skorl, Skulpin, Skulto, Sladara,
Rander, Randur, Ranesk, Rarautha, Rari, Rarn, Slael, Snarri, Sneakabout, Snotta, Soortyn, Sorcryst,
Rarristra, Rarstag, Rarth, Raspral, Rassalice, Rath, Sordred, Sordrim, Sorele,
Rathdaen, Rathool, Rathra, Raudraera, Rauksoun, Sorltar, Sotman, Soulall,
Raulvo, Raulyver, Raunstrar, Rauntil, Raunwyvern, Spendelard, Sperren,
Raurgh, Rauthin, Raval, Ravengar, Ravenkel, Ravvas, Spiira, Splecter, Sraece,
Rayuth, Redafaern, Redfaern, Redmorn, Reinbert, Srandro, Srindin,
Relanderquist, Reld, Rendever, Rendril, Reptar, Ssantiir, Ssantusas,
Resshemma, Restold, Retheel, Rethtin, Rever, Ssarra, Ssleer, Ssuntar,
Rhalseer, Rhandelvur, Rhaugilath, Rhaumus, Stedd, Stelm, Steman, Sten,
Rhengallant, Rhentria, Rhingalade, Rhingallo, Rhun, Stendal, Stenn, Ster, Stern,
Ria, Rianna, Riannon, Riardon, Rider, Rilathdool, Sterth, Steth, Stogor, Stolm,
Rild, Rimbul, Rinn, Riothar, Rithindel, Riuntle, Stom, Stoman, Stondur, Stor,
Rivenhelm, Riviltar, Roarel, Roarynguld, Roel, Rohan, Stoth, Stubb, Stubhard, Stushan,
Rolen, Rolga, Rolivar, Rolma, Rolof, Roman, Rona, Styrr, Suldroon, Suldush,
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Sundath, Sunlar, Sunrun, Surdee, Surlpar, Surroukh, Urthorkh, Urwath, Usk, Uth, Uvel, Vaedren, Vaerana,
Survreel, Suth, Syrar, Syritim, Szorsaera, Tabara, Vaerendroon, Vaethym, Valantha, Valarde,
Tabitha, Taburg, Tadd, Taerth, Tafrey, Tagar, Valarthaun, Valas, Valladonra, Vandanamer,
Taglinder, Taglorlar, Taisia, Tal, Talagh, Talaressa, Varaezel, Varden, Varis, Varlbit, Vayess, Veer,
Tale, Taleth, Talifrey, Tallar, Tallarag, Talm, Talma, Velakra, Veldarmatace, Velnra, Velror, Velsaert,
Taloth, Talusta, Tam, Tamaerl, Taman, Tamelia, Veltar, Verdrim, Vespryn, Vezarn, Victor, Vilnar,
Tammaszar, Tamshan, Tamthiir, Tamtornar, Tamyr, Violatarr, Voaphangh, Vobbal, Vondal, Vondor,
Tan, Tana, Tander, Tandri, Tane, Tanlatha, Vornduir, Vrandeir, Vuerthyl, Vulph, Vuuldiir,
Tanlathyn, Tann, Tannuth, Tansabra, Tansard, Waevor, Walefrid, Walter, Waltheof, Warthendel,
Tanshiver, Tantaraze, Tanthlin, Tar, Tara, Taragarth, Welver, Wender, Wendri, Wera, Westar, Westra,
Targor, Tari, Tarjteir, Tarn, Tarnelo, Tarnin, Wetali, Wetha, Wethra, Whaelgond, Whaul, Whelgar,
Tarnlassa, Tarntar, Tarri, Tarrondur, Tarsemmra, Wherryn, Widald, Widelard, Wig, Wiger, Wigulf,
Tarstag, Tarteera, Tarth, Tasirin, Tastra, Tatali, Tath, Wigwin, Wilfred, Will, Willow, Wintrehard, Winulf,
Tatha, Tathra, Tathtauraunt, Taura, Taurgaur, Taval, Withri, Wiylethoene, Wolfwar, Woodbrown,
Tawan, Tazandra, Teerteer, Tejas, Telga, Telma, Wuldoth, Wulfhun, Wulfstan, Wynric, Wynsi,
Teman, Tembiir, Tena, Tereene, Teri, Ternin, Terri, Wyvernguard, Xabbas, Xameelg, Xander, Xantilan,
Teryth, Tessa, Tessail, Tessele, Teth, Tetha, Tethega, Xathcrism, Xondur, Xrorn, Xualahuu, Xult, Xuzoun,
Tethema, Tethra, Thaaeltor, Thaaler, Thaalud, Yahorlim, Yalandra, Yallabar, Yallaren, Yanseldara,
Thabort, Thadras, Thael, Thalanta, Thalar, Yarbro, Yarlhark, Yash, Yastrel, Yathla, Yaus,
Thalarmol, Thalaver, Thallastam, Thalmuth, Thalto, Yeetleen, Yethan, Yeveldra, Ylarell, Yloebre, Yolaun,
Thalver, Thamaskos, Thammask, Thammis, Yondar, Yondro, Yondul, Yontur, Yoss, Yukoul, Yuldo,
Thamphrol, Thannaster, Thantel, Tharath, Thardask, Yulzaunt, Zaharen, Zak, Zalvorn, Zarasper, Zaravron,
Thardock, Thardregh, Thardresk, Tharlaskra, Zaressa, Zarlandar, Zarracee, Zarud, Zayan, Zazalaar,
Tharlon, Tharlund, Tharodd, Tharsar, Tharth, Zelazarelle, Zelazel, Zelbert, Zelond, Zelphar, Zelzar,
Thassil, Thauloch, Thaum, Thaunder, Thausimbel, Zendaros, Zhanna, Zherend, Zindrilazar, Zolma, Zona,
Thavverdasz, Thayalin, Theertar, Theln, Thelva, Zonder, Zondri, Zora, Zoreene, Zosker, Zossele,
Thelzar, Theremen, Theren, Tholomon, Tholomond, Zostra, Zotali, Zothra, Zowan, Zunzalor, Zustel, Zzun
Thomaer, Thond, Thongolor, Thor, Thoradin,
Thorbert, Thorbok, Thorfridh, Thori, Thorl, Thorm, Surnames
Thorn, Thornar, Thorongh, Thouloor, Thrail,
Thrargul, Thrildor, Thulmar, Thundraer, Thurbal, Acre, Adeane, Alderer, Alley, Angelmoor, Angelspike,
Thurbrand, Thurendur, Thurland, Thurndas, Thykyl, Appledon, Ashcrow, Ashwhim, Bargreave, Barrow,
Thyri, Tilvaer, Tintros, Tlinlyn, Toki, Tolbir, Bay, Bigthwaite, Blackbane, Blackden, Blackfall,
Tongreth, Tonthiir, Tordek, Tore, Torlin, Tormil, Blackhold, Blackmoor, Blackstaff, Blackstone,
Torntyn, Torrzgar, Torthan, Tosard, Tosta, Toth, Blackstrife, Blackwell, Blackwing, Blood, Bloodblade,
Tothmeer, Tothtoin, Traece, Trammeth, Transtra, Bloodbone, Bloodflame, Bloodstone, Bloodtide, Bluff,
Travok, Trumwin, Tryndluu, Tszimurdue, Tuckaer, Bluntop, Boarskill, Bold, Boldblade, Boldbone,
Tulven, Turl, Turlaghh, Turlin, Turnal, Tusprun, Boldscar, Boldstorm, Boldstrife, Boldwell, Boneall,
Tuth, Tzin, Udlara, Uglund, Uiniscyklas, Uirboar, Uith, Bottom, Brackenside, Brickcrow, Bricklore,
Uithgel, Ul, Ulam, Ulbara, Ulblyn, Ulbrask, Uld, Uldar, Brickward, Brickwind, Brightfast, Brighttrae,
Ulesger, Ulfgar, Ulga, Ulgon, Ulgukh, Ulhindos, Bromow, Brownborne, Buckbeck, Buckborn,
Ulifrey, Ulisss, Ulm, Ulma, Ulmaer, Ulnar, Ulshantir, Buckchill, Buckloft, Burngrove, Burnmere, Byscar,
Ulthorn, Ulugarr, Uluth, Undleovar, Undro, Undur, Caldchett, Cape, Casklaw, Caster, Chalicehawk, Cliffe,
Unthras, Unzle, Ura, Urda, Urembom, Urhult, Coat, Cove, Crimsondale, Crimsonoe, Crookford,
Urkamond, Urlaunt, Urlingh, Urnen, Urngath, Urth, Crooktire, Crossbrand, Crosshold, Crossroads,
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Crossshod, Crosswell, Crownbone, Crowngill, Crystal, Mystwell, Narrows, Netherbeck, Nighbury,
Crystalbane, Crystalhold, Crystallight, Crystalstroke, Nightbrew, Nightcrypt, Nighthawk, Nightley,
Crystalthorn, Cupore, Daggerblade, Daggerclaw, Nightlight, Nightmoor, Nightscar, Nightspear,
Daggerhold, Daggermire, Daggeroath, Daggerscar, Nightstock, Nightthorn, Nightwand, Oldcott,
Daggerspike, Daggerstroke, Daggertide, Dark, Oldstreet, Onegill, Pearshaw, Pettyborne, Plumwind,
Darkford, Darkmist, Darkstorm, Dartbottle, Prenlaw, Queen, Queengreave, Queenstone, Quest,
Dawnflame, Dawnstone, Deathbane, Deathclaw, Quickden, Quickway, Ragepool, Ravenhill,
Deathcrypt, Deathley, Deathlight, Deathmoor, Ravenoath, Ravenstorm, Ravenstrife, Ravenwell,
Deathspike, Deathstone, Deaththorn, Deepmoor, Rim, Rise, Robehawk, Rogueford, Roguehill,
Deepow, Deepstone, Deerdown, Demon, Roguemist, Roguestorm, Roguewell, Rose, Rosecourt,
Diamondwalk, Diredean, Direfen, Direlight, Ditch, Rosemask, Sabre, Sabrehawk, Scarholt, Scaur, Scrub,
Doom, Doomblaze, Doombone, Doomflame, Sea, Serpent, Shadewell, Shadow, Shadowbane,
Doomhawk, Doomlight, Doomscar, Doomstone, Shadowblade, Shadowfall, Shadowscar,
Doomtide, Doomwing, Down, Dragonhawk, Shadowspike, Shadowstone, Shadowwind,
Dragonstrife, Dragonward, Dreadblade, Dreadblaze, Shadowwing, Shaw, Shrine, Shute, Skullbeck,
Dreadoath, Dreadstorm, Dreadthorn, Dreadwind, Skullburn, Skullhawk, Skullspike, Skybone, Skyclaw,
Drybark, Drywind, Dunbold, Dunhold, Dunland, Skyhawk, Skyhill, Skyoath, Skyscar, Skyspike,
Dunley, Dunwind, Duskfall, Dusklight, Duskmoor, Skythorn, Snakeston, Spearmel, Spellston, Spike,
Duskscar, Duskstone, Duskwell, Edge, Eldborough, Spring, Steepbeck, Steepcaster, Stockguard, Stone,
Evenbane, Fane, Farcrypt, Farden, Farman, Farmist, Stonedale, Stoneway, Stormborn, Stormminster,
Farrobe, Farscar, Farstroke, Fartry, Farwing, Fell, Stormmist, Stormrill, Stoutborn, Stoutpool, Stow,
Fellwall, Feydown, Fire, Fireblade, Fireblaze, Stowe, Strait, Strand, Strangecast, Strangestaff,
Firedell, Firefall, Fireflame, Firehall, Firemoor, Strifemire, Stubbgrove, Studargh, Studay, Swamp,
Firestorm, Firestroke, Firewand, Firewell, Firewing, Sweetcrow, Sweetfist, Swinchett, Swinebury,
Flamelink, Flamerill, Flametown, Flameweird, Swinelaw, Tallbrew, Tallcrown, Tallford, Talllight,
Flamey, Floravern, Fordford, Fork, Fortress, Temple, Terrace, Territory, Thicket, Thorndown,
Freestreet, Frith, Frostore, Frostspike, Froststone, Thornrose, Thorpe, Thunder, Thunderbane,
Frosttide, Frostwell, Garth, Gladcrow, Gladlaw, Thunderdown, Thunderflame, Thunderhill,
Gladthrall, Glasdovery, Glen, Goldenchett, Goldfell, Thunderstone, Tombstone, Tor, Treath, Trollbone,
Goldrobe, Goldwell, Goodson, Gorge, Gravehearth, Truetide, Upperick, Vale, Wanddown, Wandspear,
Greatbane, Greatblaze, Greatcall, Greatclaw, Waste, Waterfall, Weirdwell, Well, Wesdon, Whitcall,
Greatcloak, Greatcote, Greatfell, Greathold, Whiteskill, Whitward, Whitwind, Widemoon,
Greatspike, Greatstroke, Greatthorn, Greatward, Wildcrypt, Wildfell, Wildford, Wildtide, Wildwell,
Greenguard, Gretcaster, Grey, Greyblade, Greycrypt, Wing, Wingelly, Wisebank, Wishmere, Wishminster,
Greystone, Greywand, Greywind, Greywood, Wobar, Wold, Wolfbar, Wolfburn, Wolfby,
Grimbane, Grimblade, Grimblaze, Grimbone, Grimby, Wolfcrypt, Wolfdew, Wolfhall,
Grimcroft, Grimford, Grimwind, Hale, Ham, Hardfist, Wolfhill, Wolfhold, Wolfmoor,
Harmel, Harptry, Hawkheart, Hawkley, Headgelly, Wolfshade, Wolfspear, Wolfstorm,
Headlaw, Height, Highrobe, Highshade, Hoarebere, Wolfstrife, Wolfwand, Wolfwell,
Holguard, Hollow, Horncott, Howe, Huntersbeck, Woodlaw, Wooley, Wray,
Ironbrand, Jade, Knepp, Knightshall, Knightsscar, Yewick, Yewel,
Knightstrae, Knoll, Lackchill, Lackcott, Lake, Latch, Youngtree
Leigh, Lith, Littleshaw, Longcott, Loremire, Lund,
Mark, Marsh, Menhyr, Middlepool, Misttown,
Moorbank, Mouthcott, Museley, Mutchwich,
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