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Talenbyd is the largest continent on Uir, stretching thousands of miles from the Sunset Ocean to the Eastern Kingdoms. The time is the Age of Steel and Man is ascendent, flourishing under a new Faith as the Elves fall into decline.

The countries of Auverne, Tyr-Barawd, Odrysa and Imereti hold the Northwest corner of Talenbyd, having taken back their lands from the Elves, the Anninore, during the First Asanic Crusade

Outside of Man, several other races call Talenbyd home. The Ahlak, the Bull-Men, live in the Herdlands and among the Black Hills. The wolf-like Vagran have taken Wilderland and all of the scattered people that once lived in this wooded area now call the Vagran rh’ya king.

In the South, the Bisad-Aman rule from the ancient land of Khem, holding tight to the banks of the Ibad river that wends through the burning deserts of the Rub Al Khali.

The strange jungles of the Abaiyonga hide ancient elder magics the New World has forgotten and in Vingara the wise Rajanya listen to the whispers of the Brahman as they seek to unite a people both in tribal unity and in spiritual unity.

Beyond the Western Shores of the Violet Sea are the Eastern Kingdoms. The Horse-Lords of Khyrgai war and raid the riches of their southern neighbour, wealthy Gandhara and its cities of minarets and turban-wearing dervishes that stretch from the Violet Sea to the islands of the Thousand Pearls betwen Abaiyonga and Vingara

Daogwai is seperated from all by the mightly Shen Shan Mountains and the forbidding deserts of the Osai desolation, making most of the tales of this country merely rumors.

In the North, among the cold peaks of the Crown of the World, the Jorvik people call Heima home as they fight an ancient war with the Giants, the ancestry of both Elven and Dwarven influence giving them unusual advantages and abilities.

The Dwarves, the Ganceragan, still call the mountain peaks of Talenbyd their homes, though an ancient disaster has reduced them from the heights they once attained.

As always, the Elves, the Anninore, watch from the island of Mirea waiting for their chance to rise again and discover the glories they once knew at the height of their realm.

A Brief Timline

Dawn Age

Time unknown, pre-history

The Amani awaken and create the World of Uir from Chaos

The Amani go to War with each other. The World is changed

The Peoples of Uir awaken

The Adamantite Age
  • -13,000 The first Human kingdom, the Island nation of Atantar falls under the sway of the Ophidian Empire
  • -13,000 The Elven Kingdoms fall or scatter before the Ophidian Empire. The Anarnore are destoryed or enslaved.
  • -11,000 After successful rebellions by both the Humans of Atantar and the Anarnore, the Serpent People summon Ahkaavid. The God-Dragon destroys Atantar and the Anarnore flee across the Sunset Sea. The Dwarves stop Ahkaavid, but loose their greatest leaders and their ancestral homes. The survivors are the Low Dwarves, who have never recovered from the loss.
  • -10,000 After the loss of Ahkaviid, the Serpent people fall and Ancient Shan rises in the East. After many years, the Sorcerer-Priests of Shan call the Red Star to Uir – which causes the Doom of Shan and the world is changed again.
The Lost Years

All times are merely estimations

  • -7,000 Following the Doom of Shan and the changing of the world, many things change and pass away. Men from across the sea, the Gotha, invade Talenbyd, fleeing the ice that has taken their former homes. They war with the local tribes, settling in the Northwest. Led by Alaric, the Gotha come to the aid of a Ganceragan fortress, Cearn Adhar beseiged by Orcs. The Dwarves name these new men Mardyn and gift them with land and the secret of steel.
  • -7,000 The Anninore began raiding lands and warring on the peoples of Talenbyd. The Ahlak are enslaved, along with several others. During this period known as the Illuminand, the Anninore come to control almost all of the Western Kingdoms, from Mirea to the western shore of the Violet Sea, to the cost of Khem and the coast of Abaiyonga.
  • -6,500 The Vagran unite and take Wilderland, driving the Anninore out in their only major defeat.
The Illuminand – The Mythril Age
  • -6,000 The Anninore are at the height of the power. Kingdoms host Elven garrisons, rulers answer to Elven Adivsor. Elven armies, backed by their dragons, enforce the peace while Elven ships prowl the waters, protecting trade.
  • -1,000 In time, the Anninore began to fade, their rules becoming more unstable and demanding. Tribute leavies weight heavy on the nations under Elven rule.
  • -600 Late in the Iluminand, the Prophet appears, preaching a new Faith. The Prophet Tius states the gods the Elves worship are but lesser aspect of the One God, Asan. Tius preaches that non-Elven races are not lesser and that the spark of the Divine lives within each being.
  • -600 Tius is branded as a heretic and is captured and hung, but is rescued before he dies. He leads his people in a rebellion against the Anninore, which fails when he is gravely wounded in combat and captured. Tius is then burned alive by dragon flame, making him a martyr.
  • -600 to -500 The nations Tius spoke in quickly rally around his words. The Mage Councils back the new Faith and the Faydh Crabadh is born.

Religions in Talenbyd

There are three major and several minor religions that the races of Uir follow. Major religions are defined as those with a presence in multiple nations. Minor relgions are local belief, indigenous to the places they are found.

The three Major religions of Talenbyd are:

  • The Faydh-Crabadh, the Church of the Prophet
  • The Old Gods
  • The Pantheon of the Grand Caliph

The Faydh-Crabadh (Faith-Cra-baath)

The Faydh has spread throughout Talenbyd. The kingdoms of Auverne, Tyr-Barawd and Imereti all follow the Faydh and their leaders are all adherants to the Faydh. Odhyra does not follow the Faydh as a state religion, but does have a temple, or Ahl to the Faydh.

Of all the nations, Auverne is the most devout. The capitol of Auverne, Albion, hosts the Ahl of Ashes or Ahl de cendres which holds the ashes of the Prophet after he was burned by dragonfire.

The Church of the Prophet has a heirarchy of priests, known as Sartha, a rank similar to a Cardinal known as the Tairseach and the High Priest and leader of the Faydh, the Ard-Sartha. The first Ard-Sartha was from Auverene, as is the current Ard-Sartha, Her Holiness Corrine Dimont.

The principles of the Faydh and the sayings of the Prophet are recorded in the Cantigls Am Fayd. The Cantigls (often called the Canticles in Common) are organized into Caneans. or Songs. Each song is broken into Stanzas and each Stanza has verses. These verses can be spoken, chanted or sung. Some Caneans have a seperate Stanza to be sung while another is to be chanted or spoken at the same time.

The primary principle of the Church is that Magic Must Serve the Needs of Man. Tius the Prophet spoke about Ancient Shan and the wickedness of that nation that called down destruction from the heavens and the cruelty and depravity of the Elves, resulting from their unrestrained use of magic. In response, most major Ahls, or temples, have a Chancel attached to them. Chancels are made of magic-users who are sworn to use their abilities to aid the Church. Chancels function as both a home and school for Mages and most Chancel members arrive when they are young and just begin to show the Talent for magic. Mages who have just joined a Chancel are known as unanach or initiates. When Mages obtain the rank of Journeyman, or Oban, they are allowed to leave the Chancel for extended absences. Triath is the title given to Oban skilled in the magical arts and often functions as instructors in the Chancels. The Archmage is known as the Ard-Oban. The current Ard-Oban is Ered Ambic of House Greyfell of Tyr-Barawd.

There are several major Chancels spread around Talenbyd:

  • The Carillion Chancel
  • The Amati Chancel
  • The Dulcian Chancel
  • The Harpers Chancel
  • The Chancel of Lutes
  • The Pipers Chancel

The Old Gods

Long ago in the Adamantite Age, the High Dwarves chronicled the list of Amani they believed to be involved in the creation of Uir. They divided these gods into two catagories:

  • The gods responsible for creation, or Righ Nan Dul
  • The gods who chose not to help create Uir but are unable to leave, or Am Fear Mor Fhein The Faydh re-translates that High Dwarven phrase into one word – Deamahn

The High Dwarves were non-theistic. According to their legend, the first of their kind was not created, but awoke from the rocks of the mountains themselves. The Dwarven name for themselves, Ganceragan, literally means “Born from stone”. As such, they chronicled the names of these gods not for the purposes of worship, but as a way to understand how the world came to be.

This list of the names of the gods has been passed down, through the millenia, to nearly all peoples of Uir. Officially, the Faydh recognizes the Righ Nan Dul as lesser beings, higher than saints and angles, lower than Asan. The Am Fear Mor Fhein are stated to be beings who goals and actions are driven by their desire to corrupt and destroy. The Pantheon of the Grand Caliph does not share these names, but theologians argue that the Pantheon is simply the Amani given different names. Those same theologians also argue that many if not most of the minor religions of Uir are simply the same gods, known by different names in different places.

There is no “one church” of the Old Gods. Temples to various gods exist with their own priesthood, but there is no one ideology that ties them together. Often, priests of different gods will cooperate when their goals align, but they are also willing to oppose each other. There is no public priesthood for the Am Fear Mor Fhein and in many areas worship of specific members of that group or the group as a whole is outlawed. Still, the Am Fear Mor Fhein offer a route to power for those willing to turn to them. Often these desperate souls find themselves in a worse off. Many of the Amani appear to be fickle and untrustworthy, viewing mortals as nothing more than playthings. Still, enough stories and legends tell tales of men and women who called on these strange beings and propsered that some are willing to tempt fate.

Often, even in lands with a strong presence of the Asanic Church, the names of the Amani are whispered as superstitious prayers.

The Right Nan Dul are:

  • Taranis, god of TIme and Law
  • Belenus, god of the Sun
  • Belisana, goddess of Home and the Community
  • Arausio, god of Travel and Water and AIr
  • Sucellos, god of Earth and Agriculture
  • Dea Avela, goddess of Healing
  • Damora, goddess of Three Faces, goddess of the Three Moons of Uir
  • Cissonius, god of Nobility and Civilization

The Am Fear Mor Fhein are:

  • Ankou, god of Death
  • Comulus, god of War and Violence
  • Bel Mawr, goddes of deception
  • Del Baeth, god of Knowledge
  • Mabonydon, god of Magic
  • Simona, goddess of Trickery
  • Dali Al Don, god of order and Law
  • Mor Muman, god of famine and want
  • Bec – god/goddess of madness
  • Erecura, goddess of pleasure
  • Llyr, god of weather
  • Anagosa, goddess of nature

The Pantheon of the Grand Caliph

This religion is popular in Ganadhra and around the shores of the Violet Sea and down into the Thousand Pearls, Abaiyonga and Vingara. The Pantheon is divided into Greater Gods, Local Gods and the Savage Gods. While worshipers of the Pantheon may all worship different gods, they all agree on the Three Great Truths:

  • Fate- the natural force that decides the future of every being
  • The Loregiver, a mystic teacher whose name has been lost to time. She codified the Law that is driven by Fate
  • The Grand Caliph, ruler of Ganadhra, is a direct descendant of the first Grand Caliph who brought forth the Law as written by the Loregiver and delivered it to the people

The Law is recorded in the Alqanun, the Book of the Law. More than just a religious text, the Alqanun is a philosophy, a set of laws, a legislative guide and a source of social architecture.

The Great Gods of the Pantheon are considered to be above mortal ideas of good and evil. Instead, each has an ethos, a set of principles, worshipers must abide by.

The Great Gods are:

  • Hajama the courageous; “Bravery wins over opposition”
  • Hakiyah of the Sea Breezes; “Truth will always win out”
  • Haku, Master of the Desert Wind; “A man and a woman must be free to be considered alive”
  • Jauhar the Gemmed; “Money changes everything”
  • Jisan of the Floods; “Hard work brings abundance”
  • Kor the Venerable; “With age comes wisdom, and with wisdom comes strength”
  • Najm the Adventurous; “Make the Unknown known”
  • Selan the Beautiful Moon; “There is beauty in everything”
  • Zann the Learned; “Understanding is the key to all doors”

The priest of the Pantheon are known as Kahin. Temples are called Kahnisa. Kahins are often broken down into three groups:

  • Pragmatist – the most liberal, who seek to adapt their faith to the everyday world
  • Ethoists – Kahins who promote a very specific path, often venerating only one god
  • Moralist – the most conservative and intolerant of the Kahins

Calendar of Uir

Uir’s calendar is descended from the original made by the High Dwarves. Uir has three moons – Luan, Re, and Mios and the Calendar is based on their movements. Uir’s year is 360 days long, broken into 12 months with weeks made of 7 days. There are two uncounted feast days every other month, when all the moons are new moons and vanish from the sky. Due to their orbital periods, all three moons are never full at the same time.

The months in High Dwarven and Common are:

  • Barseren – Morning Star – Winter Solstice
  • Heulgain – Sun’s Dawn – End of Winter
  • Calenhad – First Seed – The Start of Spring
  • Curlow – Rain’s Hand – Spring Equinox
  • Ailhad – Second Seed – End of Spring
  • Canoleni – Midyear – The Start of Summer
  • Heulanterth – Sun’s Height – Summer Solstice
  • Dalhad – Last Seed – end of Summer
  • Tanllwith – Hearthfire – The Beginning of Autumn
  • Rhudalen – Red Leaf – Autumnal Equinox
  • Heulgwyll – Sun’s Dusk – End of Autumn
  • Hwyrseren – Evening Star – The begining of Winter

The Peoples of Talenbyd


Humans are a dominant presence on Talenbyd and can be found in every climate, from the cold mountains of the Anwardym to the warm islands Ganadhrans living in the warm waters of the Thousand Pearls. Humans vary widely in apperance, culture dress and language. One of the most influential groups of humans are the Gotha, who invaded Talenbyd over the sea from the West. Over time, they either warred with or intermarried with many different peoples and their culture and language are still used as the benchmark for most people when they try to describe what a human is.

Another very important subgroup of humans are the Mardyn, those Gotha who befriended the Dwarves in during the Lost Years. Orginally, Mardyn was a title given by the Dwarves to signify the close kinship between the two peoples, but it has since become a title for the culture that has resulted.

The races of humans in Talenbyd include:


The Ahlak appear similar to the classic Minotaur. They have features similar to bison instead of cattle and have hands with four fingers and a thumb, exactly like human hands. Ahlak have even-toed hooves, with four toes on each foot. Ahlak are covered in short fur. They are physically impressive, often standing 6 to 8 feet tall, weighing several hundred pounds. Their strength is renowned.

For thousands of years, the Ahlak were enslaved to the Elves, raised as manual labor or as slave-warriors called the Mulmandotar. During the First Crusade and the War of the Free Peoples, they Ahlak rebelled and won their freedom. They were gifted the region around the Black Hills, now known as the Herdlands, as thanks.

During their imprisonment, the Mulmandotar were tatooted to signify rank. Some Ahlak continue to wear the tattoos, especially if their ancestor was well-known.

Ahlaks were the original druids of Talenbyrd and nearly lost their culture completely. If not for the passion to keeping oral histories alive and passing them from generation to generation, this form of magic may be unknown to the world today. The Ahlak are rediscovering their own heritage and re-inventing this supernatural path.

Ahlak speech is often called “bellowing” by outsiders. It is a rich and complex tonal language that uses repeated and elongated vowel sounds along with body language to convey meaning. It is so descriptive that translating full Ahlak names into other languages becomes awkwardly complex, so many Ahlak condense their names into one or two words (rarely more) of the tongue they are choosing to speak.

Common Ahlak names include: Living Oak, Red Leaf, Broken Horn, One Eye, Grim, Silence, Dawn, Still Waters, One Who Stands Before, Laughter of Children, Cold Moon, Iron Hoof


The Bisad-Aman share many of the features of the Caracal, Serval and Cheetah. They are bipedal, with short coats that vary widely in color and wide, expressive eyes. The Bisad-Aman rule Khem, the kingdom founded around the Ibad river that runs through the desert of the Rub Al Khali. The Bisad-Aman have an ancient culture whose stories are often told by the impressive monuments and temples in their cities. The Pyramids of Khem, great tombs built to honor past god-kings, are the largest monuments on Talenbyd.

The Bisad-Aman speak their own language, but are gifted linguists, often able to fluently speak several different languages and dialects. They are also often believed to be liars and cheats, mostly unfairly, but some are very gifted at the art of persusaion.

They are also known as gifted healers, very knowledgeable in the ways of medicine, often offering insights unknown to societies outside their own. Often having a Bisad-Aman as a court physician is a sign of great wealth.

Common names:

Bisad-Aman have honorifics they include before their given name. For those familiar with the language and culture, these prefixes give clues to the profession or character of the person they are dealing with.

Feminine Honorifics

  • Dra – known for wisdom, wit, or of venerable age
  • Daro – nimble fingers, lithe tongue
  • Ko – respected Healer, Mage or Scholar
  • La – known for being promiscuous

Male honorifics

  • J/Ja/Ji – bachelor, young adult
  • Jo – respected Healer, Mage or Scholar
  • J’ra – venerable age, wisdom and wit
  • Jaro – nimble fingers and a lithe tongue

Gender-neutral honorifics

  • Dar – clever; also theif
  • Do – warrior
  • Dro – grandparent
  • Ra – an esteemed leader in business, politics or war
  • M/Ma – a child, innocence
  • S – adult

Male names: Adaan, Aar, Absame, Aweyes, Baashi, Bilal, Bedri, Bahdoon, Bashir, Calas, Cawad, Cabsiye, Dahir, Liban, Khalid, Kadiye, Mahdi, Qasin, Said, Shamar, Tawfiq, Yaha, Yusuri, Zayid

Female names: Asiya, Amal, Amran, Basra, Beyhdan, Binti, Caliyah, Cawrala, Dhiran, Dhudi, Faiso, Fado, Filsahn, Idil, Khadijya, Naliah, Tena, Zahra


The Ganceragan are shorter than most races on Uir, standing four to four-and-a-half feet tall. Skin tones range from swarthy to pale and hair color from dark black to burnished copper. Dwarves have a compact build, with longer arms and shorter legs than average. Most male Dwarves have some form of facial hair, but others are clean-shaven.

Long ago, the Dwarves had a mighty empire that stretched across Talenbyd. They warred with the Ophidian Empire and the height of their power ended when Ahkaavid the Dragon-God destroyed Tol Alewyd, their greatest city. The Dwarves lost their best minds and leaders in that conflict and the rest of the Empire fell under the pressue of the Orcs and Giants and other foes that have always fought with them.

Historians call the ancient Dwarves the High Dwarves and refer to those Dwarves now living as the Low Dwarves. The Ganceragan have spread across Talenbyd and can be found everywhere, living in their own enclaves or equally at home in the cities and communities of other nations.

Dwarves live on the surface of Talenbyd, as the Low Roads that used to run under the earth and through the mountains, connecting one Dwarven hold to another are long since overrun and each community must stand on its own. They have adapted to life on the surface and are renowned hunters and trackers. The largest Dwarven communties live in keeps known as Skyholds in the mountains. The largest communities such as those in the Crown of the World and the Cahad Barag moutains have tamed the gryphons that live in these peaks and use them as mounts when they go to war.

There are two Dwarven languages, a High Dwarven tongue that is still used by the Mardyn and the Church of the Prophet and a Low Dwarven tongue that is in common use now. Dwarves live in extended clan families.

Common Male Dwarven names: Adair, Alec, Balfour, Bryce, Calum, Cormag, Eoin, Gordon, Greggor, Iagan, Kirk, Lauchlan, Osgar, Padraig, Tam, Thorburn, Valen

Common Femaile Dwarven names: Adamina, Ailith, Blair, Cait, Catriona, Deoiridh, Edme, Elidh, Gavina, Ilka, Isla, Keznie, Kirstin, Kyla, Liliias, Mairi, Morag, Nonie, Teasag


Elves have a long history. By the time of the Adamantite Age, there were three main groups of Elves:

  • The Helcenore, the Snow Elves who lived in the Far North
  • The Earinore, the Sea Elves who inhabited the shores and seas
  • The Anarnore, the Sun Elves who lived on the mainland.

The Elves were enslaved by the Ophidian Empire after the greatest city of the Anarnore was betrayed from within and fell. Those Helcenore not captured retreated ever farther Northward. The Earinore who could fled across the Sunset Sea, their fate unknown in Talenbyd. Over millenia of forced intermarriage, the differences between the Peoples slowly vanished. When they broke free of their captiivty, their greatest hero, Celebore, renamed them the Anninore, the People of the Goddess.

The Anninore of today have paler skin colors and hair color from auburn to pure white or silver. They have delicate features and slim builds, with elongated ears and fingers that are thinner and longer than other races.

The Elves live primarly on their island of Mirea, the Jewel of the Sea and its capitol, Marvanwa. In the 500 years since the last war with the Elves, relations between the Empire and its former vassal states remains cool. Trade with the Elves is allowed in most human kingdoms and the traders of Imereti have grown rich indeed in trading Elven art and luxuries, though many look down on this practice, beleiving the words of the Prophet that call the Elves out as wicked.

The Elven nation is still a slave-holding state and participates freely in the slaving trade. Slaves are used for menial labors, freeing the Elven populace to dedicate themselves to the pursuit of pleasure. Modern Elven society has grown quite decadent and hedonistic.

Common Male Names: Anta, Arca, Beleg, Brun, Cadu, Gwain, Haru, Iaur, Laeb, Lhain, Niben, Riros, Rudh, Tharn, Thurin,

Common Female names: Aradhel, Arahael, Callon, Deleb, Edhlen, Elhedril, Faerdhinen, Faerveren, Gwend, Heria, Idthra, Lain, Meren, Ninganel, Yridhren

The Jorvik

Long ago, when the part of the Elves known as the Helcenore pressed Northwards fleeing the enslavement of the Ophidian Empire, the Elves found a Dwarven people living on the own, seperated from their kindred. These Dwarves were engaged in a long, endless war with the giants who shared their mountain homes. The Elves settled in their territory and began to intermarry. In the present, the Jorvik bear the marks of the divided ancestry, but are neither Dwarf nor Elf, having become something new.

The Jorvik live in the Far North, in the Western edge of the Crown of the World Mountains. Their lands are known as Heima. Jorvik culture is communal and very focused as surving in the harsh climate of the mountains while fighting off the giants is no easy task.

Because of their ancestry, Jorvik are inherently magical, able to seemingly speak with stones and fashion stone and earth with their bare hands and the most minimal of tools. In their frozen homeland they are known as incomparable trackers and hunters, able to follow prey across even the most stony ground without loosing the trail.

Jorvik stand taller the Dwarves, but still shorter than most other races, ranging from five feet to five and a half feet tall. They have extremely compact strong builds, with longer arms and slightly shorter legs compared to humans. Hair colors range across a broad spectrum from black to blone and deep reds. Eye color is nomrally blue or grayish blue, but other colors are not uncommun.

Jorvik speak their own language, an evolved version of Elven and Dwarven. There are similarities with both of those tongues, but not enough to ease communication. The Jorvik most often stay within their kingdom, but it is not unknown for traders to travel far with rare goods or for Jorvik raiding parties to hit villages during the hardest winters.

Common male names: Arvakur, Asglis, Baldur, Bjarni, Bodi, Dofri, Dori, Egil, Eldur, Eyvar, Fengur, Finur, Fjarki, Gregor, Grimnir, Hafnar, Holti, Isakur, Ingibjorn, Jodur, Jan, Kaleb, Kaldur, Kolvidur, Logi, Luther, Mimir, Mosi, Ormur, Rikard, Ragnar, Sigur, Skorri, Tjorfi, Ulfar, Vestar, Ymir,

Common Female names: Alis, Amalia, Amadea, Birgit, Braga, Cathinca, Elina, Elsa, Fridrika, Fia, Greta, Gytta, Hilda, Hrafna, Ingilin, Ida, Isey, Juni, Jona, Karol, Kjolvor, Kaeja, Lauga, Lukka, Mirja, Myrra, Nenna, Rokka, Rakel, Rein, Salka, Sera, Sveina, Toka, Una, Ylva


The Vagran are a humanoid wolf-like people. They are covered with short fur that ranges in color from black to silver and often changes as the Vagran age. They have powerful but lean builds and are tall, standing an average of six and a half feet tall.

Vagran live in a militaristic, shamanistic culture. In the distant past, Achelia, a famous female Vagran, united the various warring tribes into a unified whole Each tribe provides represenatives that sit on a Council that determines policies for the Arghun, or the Tribal Lands, known was Wilderland in Common. The Council in turn answers to a Rh’ya, a title equal to King or Emperor.

Vagran follow their own religion, revering natural spirits and holding the three moons of Uir, Mios, Re and Luan as sacred. Vagran shamans kept careful track of the moon cycles and starting social position is based on the phases of the moon one is born under.

Vagran are a slave owning culture very similar to the Romans on Earth. Since taking control of the Arghun, the Vagran have absored several former human kingdoms. The Vagran do not enslave the entirety of the people they conquer, as long as the kingdom submits to Vagran rule. Such peoples are allowed to keep their cultural and religious identity and are given leave to govern most of their internal affairs.

Vagran speak their own language, along with Common and others. Their names, when rendered in the common speech, sound vaguely Roman. Each Vagran uses his tribal name as his surname. Some of the more common Vagran tribal names translated into Common are:

  • Red Eyes
  • Black Fang
  • White Fang
  • Forest Song
  • Broken Claw
  • Steel Jaw
  • Storm Runners
  • Stone Claws

Common Male names: Acteon, Aeolus, Balius, Callius, Cephas, Drusus, Erebus, Hector, Herod, Ianus, Jonas, Merinus, Pythis, Remus, Sextus, Valerus

Common Female names: Achillea, Adela, Bellona, Cambira, Clio, Diona, Dosia, Eulia, Heva, Idesta, Lita, Livia, Meleana, Sera, Tanja, Thaleia, Viantha, Xanthe

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