Names are the sets of powers granted to mortals as they become characters in stories affected by Fate.
Terminology
The term "Named" or simply "Name" can also be used to refer to a person who as taken on such a role. When used in this way the word "Name" and any derivative of it should always be capitalized, along with any specific Name. Named are frequently referred to by their Name (possibly prefaced with "the") rather than their personal name.
Aspects are always known by a capitalized verb in imperative form, such as Struggle, Learn, or Destroy.
Taking a Name
The exact process by which a Name is taken has not been revealed. In the specific case of the Squire it involves either killing, outpacing or forcing out anyone else who is interested in becoming the Squire, but it is unknown if this is common among Evil Names or if it is unusual. When new names come into being, as was the case with Adjutant, it simply coalesced into being as the person in question acted more in accordance with the new role. Amadeus described the thing that separated the Named from others being their moral certainty, but it is unknown if he meant that literally. Names can also be assumed by assuming a seat of power in Calernia whenever a new ruler is elected they come into a name.
Normal Power
In general, a Name will make the bearer stronger, more powerful as a mage, more dexterous and generally fitter and more effective. The degree to which this happens depends on both the strength and nature of the Name. For example, the bearers of both the Names Warlock and Captain are more powerful than a weaker Name like Squire, but Warlock grants much more magical power while Captain grants much more physical strength. The power of a Name can also be used to empower alchemy, making Goblin fire and similar devices more powerful.
It also grants a variety of extra advantages specific to each Name, such as allowing necromancy or making the bearer's shadow move and attack at their command.
Aspects
In addition to the passive powers granted a Name, the bearer will also gain three abilities known as Aspects. Aspects do not so much do specific things as allow the wielder of a Name to use the full power of that Name so long as they remain focused on a specific task that fits with one or more of their Aspects. For example, the current Black Knight has the Aspects of Lead, Conquer and Destroy, which make him a terrifying foe to face on an open field, Ned! However, there are Heroic Names more powerful than Black Knight which means that using his power in such a way runs the risk of triggering Aspects such as Protect in someone who would be able to tap into greater power against him.
While certain Aspects are more common with specific Names, the set that is gained by a given Named when they take their Name is not always the same as their predecessors'. Some Names do have specific Aspects that are always gained though, and every wielder of a given Name will have the same number of Aspects as any other.
Name Visions
A name vision can be activated either by coming into a name as both Catherine and Amadeus or simply having a name over a long period of time. These visions take place to either directs Names resolve, helping a Named come into an aspect, and learning information on a role or a lesson to help the Named with a conflict.
The memories can either be replayed events by past names such as the White Knight, or be personal worlds such as labyrinth for the Amadeus or a swamp and a white tower in Catherine's world hinting at her dual ability to transition her name to either the White Knight or Black Knight.
Fate
Named are, by the nature of their power, more attuned to Fate than normal people. This means that in general many of their actions and circumstances will be more likely to be dramatically appropriate. They may suffer from bizarre coincidences than normal (such as having things happen as soon as they declare them impossible), and their actions with regards to other Named are likely to fall into narrative patterns especially if they behave in a manner appropriate to those patterns' beginnings.
Good and Evil
Most Names are associated with either Good or Evil. In order for a given individual to retain such a Name they must act overall in accordance with the Good or Evil nature of that Name. However, it is possible under certain circumstances for a Villain to be redeemed or a Hero to be corrupted, in which case they will lose their original Name but may gain a new Name of the opposite side.
Known Named
- Adjutant
- Apprentice
- Ashen Priestess
- Archer
- Assassin
- Augur
- Barehanded Pugilist
- Beastmaster
- Blade of Mercy
- Black Knight
- Bloody Sword
- Bumbling Conjurer
- Captain
- Chancellor
- Concocter
- Conjurer
- Cursed
- Commander
- Dead King
- Diabolist
- Dread Emperor/Empress
- Exiled Prince
- Flawless Fencer
- Forsworn Healer
- Fortunate Fool
- Gallant Brigand
- Grey Lion
- Grey Pilgrim
- Grey Wizard
- Good Queen/King
- Hedge Wizard
- Heiress
- Hierophant
- Hierarch
- Holy Shield
- Hunter
- Knife of Night
- Lance of Light
- Lone Swordsman
- Magnificent Minstrel
- Merchant Prince
- Merry Brawler
- Minister of the Left
- Minister of the Right
- Mirror Knight
- Myrmidon
- Page
- Painted Knife
- Peerless Artisan
- Pirate Queen
- Peerless Artisan
- Priestess of Night
- Rogue Sorcerer
- Ranger
- Rebel Knight
- Red Fox
- Red Mage
- Saint of Swords
- Sage of the West
- Scribe
- Shining Prince
- Silent Guardian
- Silver Huntress
- Squire
- Stalwart Paladin
- Thief
- Thief of Stars
- Troubadour
- Tyrant of Helike
- Unconquered Champion
- Vagrant Spear
- Valiant Champion
- Warlock
- Warlord
- Wandering Bard
- White Knight
- Witch of the Woods
- Wizard of the West