A new name? It’s elementary!
Old  English makes a meaningful source
by Jay Treat
 
Dragon - - - Dragon 72
- - Female Names (The Forum)

An appropriate and authentic name
can add flair to any character’s persona.
This article offers a way for players and
referees to enrich a fantasy campaign by
giving characters names with Old Eng-
lish (Anglo-Saxon) origins.

Old English is a good source of names
for three reasons. First, the “common
tongue” bears an uncanny resemblance
to English. Names expressed in Old Eng-
lish are easily perceived by our English
minds and easily pronounced by our
English tongues.

Second, Old English names have an
air of the exotic and archaic about them.
Perhaps no one would wish to limit
names in a fantasy campaign to Old Eng-
lish forms; even historical Angles and
Saxons often had names of Celtic, Latin,
Pictish, or other more obscure origins.
But fantasy fans will find a wealth of
heroic names in the Anglo-Saxon treas-
ury by itself, without necessarily consid-
ering all the possible offshoots.

Third, using Old English makes it easy
to construct names that have real mean-
ings, without having to make up a new
language. Players and referees will enjoy
making up names that reveal — and at
the same time perhaps conceal — the
natures of their characters. Bahamut has
appeared incognito to players in my
campaign at various times under names
such as “Windbearn.” He can truthfully
tell them he is “a child of the wind” with-
out giving away his actual name.

Old English names were typically
composed of two elements. The tables
accompanying this article list actual Old
English name elements. To create a
name from the tables, simply put a first
element together with a second element.
Parentheses and slashes show optional
variations. Make any desirable euphonic
changes (changes that make the word
sound better): “aelf-flaed” to Aelflaed,
“leof-mund” to Leomund, “cene-weard”
to Kenward. Also, names may be short-
ened: Raedwulf to Radult, or Ralf.

Since there were no family names in
medieval times, family members would
often use alliterative (each beginning
with the same letter) names, or names in
which one element was constant (such
as Eadweard, Sigweard, or Coenweard).

The Old English ae is pronounced like
the short a in “at” and is often written as a
ligature (with the a and e joined). In the
combinations ea and eo, pronounce both
letters with stress on the first.

The tables are set up so that players
can dice for “random names” if so de-
sired. If this method is used, you may
wish to include an equal chance of hav-
ing an asterisked name-element as a first
element in the name. Follow this proce-
dure to do so. Roll on the “second ele-
ment” table first. If you end up with an
asterisked second element, assign a 2/3
(or 66%) chance that it is actually the first
element in the name. If it is, then roll on
the “second element” table again, ignor-
ing the same element if it recurs.

For example, let’s create an Old Eng-
lish name by rolling dice. A roll of 02 on
percentile dice, using the “second ele-
ment” table, yields “b(e)ald/balt/balth*.”
Noting that this element has an asterisk
behind it, we roll the percentile dice
again. If we roll 66 or below, we make
“bald” the first element of the name
instead of the second element. Now we
roll again to get the actual second ele-
ment; a result of 99 yields “wyn/wynn*.”
So, the resulting name is “Baldwyn.”

If the second roll in the example had
been 67 or above, we would then retain
“b(e)ald/balt/balth” as the second ele-
ment and proceed as usual to roll a first
element. Let’s say the next roll is 47,
yielding a result of “grim.” In this case
the name would be “Grimbeald” or
“Grimbald” or “Grimbalt” or “Grimbalth,”
depending on individual preference.

The tables and “element-order” rules
given are historically correct. Since we
are using the name elements for fantasy,
however, we can break the rules of
Anglo-Saxon name formation and get
away with it. For example, “Wilmanric” is
a name composed of three elements.
Probably no Anglo-Saxon would have
gone by it, but it makes a rather hand-
some name anyway, particularly for a
chaotic character.

Table of First Elements
Dice roll First Element Meaning
01-02 aelf/aelb elf
03-04 aethel/aedil noble
05-06 badu/beado/beo fight, battle
07-08 blith cheerful
09-10 bregu prince
11-12 ceol keel, ship
13-14 coen/coin/cene bold, fierce
15-16 cuth/cud known, famous
17-18 cwic(u)/quic alive
19-20 dryct/dryht band of retainers
21-22 ead/ed/aead bliss, prosperity
23-24 eald/ald old, eminent
25-26 ealh/alh temple, refuge
27-28 earcon/ercon genuine, excellent
29-30 earn eagle
31-32 ecg/ec edge, sword
33-34 eofor boar
35-36 eorcon genuine, simple
37-38 eomen/yrmen universal, immense, whole
39-40 folc folk, people, nation, tribe
41-42 ford forth, forwards
43-44 fri free
45-46 go/d gold
47-48 grim savage, fierce
49-50 haem home
51-52 haeth heath
53-54 heah high, illustrious
55-56 healf half
57-58 hreth victory
59-60 hroth(i) fame
61-62 huaet sharp, bold
63-64 hyg/hugu mind, heart, courage
65-66 iaru ready, desirable
67-68 leof desirable, friend, dear
69-70 maegen strength, might, might, ability
71-72 oidil native country, one's land
73-74 ongen opposed to, 
against, contrary to
75-76 os god
77-78 rath quick, clever
79-80 seax/sax/sex knife, short sword
81-82 se/e house
83-84 tat tender, delicate
85-86 theod folk, people
87-88 til good, excellent
89-90 torct illustrious, bright
91-92 trum firm, strong
93-94 tun enclosure
95-96 waeg motion, wave, billow
97-98 wig strife
99-00 wil will, desire, pleasure

Table of Second Elements
Dice roll Second element Meaning
01-02 b(e)ald/balt/baith* bold, brave
03-04 be(o)rht/berct/berict* bright, noble
05-06 beorn/bern* man, warrior (poetic)
07-08 brand sword
09-10 brod/brord point, lance
11-12 burg/burh castle/town
13-14 cyni/cyn(n)(e)* kin, family
15-16 degn thane, servant, warrior
17-18 ferth mind, soul, life, person
19-20 flaed/fled cleanliness, beauty
21-22 for journey
23-24 frith(u)/frit/frid peacem, security
25-26 gar* spear
27-28 geld worship, sacrifice, payment
29-30 gifu/geofu gift
31-32 gis(i)l hostage
33-34 gund(i)/gunnr(r)/gyth/gyd* war, combat
35-36 head/hathu* battle
37-38 heard/hard* hardy, firm, brave
39-40 here/heri* army, host, folk
41-42 he/m helmet, protection, protector
43-44 hild(e)* war, combat
45-46 hun  young bear
47-48 lac dance
49-50 laf legacy, relic, survivor
51-52 lid soft, gentle
53-54 lind/linda serpent
55-56 maer(e) famous
57-58 man/mon man
59-60 mund hand, protection
61-62 noth boldness, booty
63-64 raed/red* counsel, wisdom
65-66 refu steward, high official
67-68 ric powerful, ruler, kingdom
69-70 sig/sige* victory
71-72 stan stone
73-74 swith/swid strong
75-76 theof criminal, thief
77-78 theow servant, slave, follower
79-80 thryth/thryd* force, strength, majesty
81-82 w(e)alch/walh foreigner, slave
83-84 weald/weal* power, rule, possession
85-86 weard/ward guardian, dwelling place
87-88 wic dwelling, place, village
89-90 wict/wiht* creature, person
91-92 wine/wini friend, protector
93-94 wiw/wju holy
95-96 wuda/widu/wudu wood
97-98 wulf/wulf* wolf
99-00 wyn/wynn* joy, delight

— An asterisk marks sets of second
elements that can also be used as first
elements.