36 name generators
Dragons & Wyrms
A hatchling’s first call may outlive the banners hung for its greatest deed. Follow that voice from the rookery to the first flight, then choose the deed and witness behind the dragon’s public title. An old keeper might still say the younger name when everyone else has learned to bow.
Ember Dragon
A furnace dragon inherits a title from the crew that relit its kiln after a long strike. Name the worker who brought fuel and the worker who opened the gate before choosing the kiln title.
Glacier Dragon
A glacier opens a crevasse showing an earlier spelling of a dragon's name. Write the older name in a crevasse and save the modern call for a guide’s rescue line.
Storm Dragon
A lighthouse crew hears a dragon answer to the wrong word during a squall. Try a short hail through a cone before putting the longer title in a chart margin.
Tide Dragon
A tide table gives a dragon a name that can only be addressed at one hour. Use a one-hour tide window as the test for who recognizes each form. Play the next exchange from the perspective of the timekeeper who checked the table.
Mire Wyrm
A peat cutter frees a buried tablet containing a wyrm's former obligation. Put the buried obligation on a peat tablet with one identifiable edge. Play the next exchange from the perspective of the cutter who owns the tablet.
Sand Wyrm
A trade road moves after a dune collapse but its old guardian still bears the vanished road name. Mark the vanished caravan road before giving the drake a market-facing address.
Glass Drake
A drake is blamed for a broken window because its furnace name resembles a maker's mark. Put a maker’s mark on intact glass and compare the fragment from the damaged pane.
Gale Wyvern
Two rookery flags begin with the same flap and a wyvern approaches the wrong ledge. Give neighboring flags visibly different second movements. Play the next exchange from the perspective of the keeper hoisting the flag.
Basalt Dragon
A stone quarry makes a public title out of the sound of a dragon's footsteps. Start with a three-beat quarry cue and see which part workers repeat. Play the next exchange from the perspective of the quarry worker beneath the cliff.
Pearl Dragon
A diver pays an old debt using a pearl marked with a dragon's hatch name. Pass the pearl through an exchange before revealing the hatch name. Play the next exchange from the perspective of the diver who opened the shell.
Copper Drake
A traveling smith polishes away the first syllable on a copper drake's collar. Leave only the collar’s final half visible and ask a rider for the call. Play the next exchange from the perspective of the smith holding the polishing cloth.
River Wyrm
A new weir changes the rhythm that fishers use to hail a river wyrm. Put a marker upstream and one below the weir before testing the rhythm. Play the next exchange from the perspective of the fisher testing a downstream eddy.
Cloud Serpent
A sky ferry licenses a serpent under the name of the cloud formation it just left. Label one cloud formation that travelers can still locate after the ferry has left.
Cavern Dragon
An echo shrine makes every second syllable sound like a reply from a dragon. Read the opening syllable twice and let the echo interrupt the second reading. Play the next exchange from the perspective of the keeper testing a hollow wall.
Crown Dragon
A royal crown bears the same title as a dragon that guards the road to the capital. Put the royal title on a crown and the road name on a checkpoint sign.
Orchard Drake
A blight watch gives an orchard drake an insulting name that farm children mistake for its call. Let someone demonstrate which call draws the drake toward the fruit trees. Play the next exchange from the perspective of the grower protecting late fruit.
Mirror Dragon
A dragon sees its reflection claimed as a second person on a treaty draft. Draw the two crests on opposite sides of a treaty page. Play the next exchange from the perspective of the scribe who drew the reflected crest.
Coal Wyrm
A mining ledger records two tunnel collapses under different names for the same wyrm. Create two ledger entries at different depths and give one miner a reason to link them.
Thunder Drake
A veteran signaler mistakes a thunder drake's call for the recall drum. Read the drake call after a distinct break in the recall drum rhythm. Play the next exchange from the perspective of the veteran near the drum.
Coral Wyrm
A reef marker spells a wyrm's name using openings in coral grown over several seasons. Count a specific set of reef openings before adopting the pilot’s short call. Play the next exchange from the perspective of the pilot checking the channel.
Chalk Drake
A school paints a drake's title on a chalk cliff and the next rain divides the word. Split a cliff label at a natural runoff line and read it from below.
Aurora Dragon
Night travelers confuse the name for a dragon with the name for a moving band of light. Give the light pattern a chart term separate from the spoken address of the dragon.
Iron Wyvern
A forge sponsors a wyvern under an industrial nickname that clashes with its hatch name. Stamp the forge mark on a harness and put the hatch form on a pen tag.
Silt Dragon
A mudbank preserves three versions of a dragon's name in separate flood layers. Sort a sample of three clay layers and write one reading from each layer. Play the next exchange from the perspective of the potter reading the layers.
Dawn Drake
The bell that calls a drake at sunrise rings before the sun clears a newly built wall. Draw the sunrise line across the wall and record which guard can see it.
Fen Dragon
A fen border changes when a dyke breaks and the local dragon gains a disputed territorial ending. Mark the old and new dyke lines before assigning the territorial ending. Play the next exchange from the perspective of the border walker measuring the new shore.
Dusk Wyvern
Evening patrols write a wyvern's call on black cloth where its vowels disappear at low light. Hold the cloth against a dark background and check whether the call remains readable.
Ivory Drake
A conservator discovers that a cream-colored drake is listed under a material merchants no longer trade. Move the inventory label away from the stall so a caretaker can show which name they use.
Reed Wyrm
A reed pipe summons a wyrm only if the player breathes between two particular notes. Count the breathing pause on a reed pipe before assigning letters to the sounds. Play the next exchange from the perspective of the player who repaired a reed.
Flint Dragon
A village marks each name with one struck spark and a flint dragon arrives during a festival. Stage the call with several sparks already going off in the crowd. Play the next exchange from the perspective of the keeper counting the sparks.
Cairn Wyrm
A cairn erected over a road marker lends a wyrm two competing origins. Show the moved road marker before deciding where the wyrm should be named on a map. Play the next exchange from the perspective of the shepherd using the current trail.
Sapphire Dragon
A gemstone from a dragon's hoard reveals a merchant name the dragon never used. Put the assay label beside an original hoard entry and compare who wrote each. Play the next exchange from the perspective of the jeweler with the assay tools.
Fog Drake
A pair of marsh watchhouses use near-identical calls in fog and send a drake to the wrong bank. Speak the two watchhouse calls with the same rhythm from different sides of the room.
Dune Wyvern
A sandstorm takes down the only sign distinguishing a nesting area from a merchant shortcut. Use the nest as an explicit map landmark on the merchant’s route card. Play the next exchange from the perspective of the runner sent to erect the sign.
Soot Dragon
A chimney sweep records a dragon as the tenant of the house whose roof received the most soot. Rank soot patterns across roofs before turning one into a house title.
Salt Serpent
An inland salt cellar houses a serpent named for a coastal tide the caretakers have never seen. Give the caretakers a cellar map and the sailor a tide chart before testing the title.