Tuesday, September 1, 2026

The Silver Daggers 2 – Reports of Certain Events In Eveningstar

"Wot's all this then?"

August 15, around 3pm

Last time, Ivy Blacksword and her warband stormed the gnoll cave with their new allies, the disgruntled gnoll Widestripe and his two followers. There Heinryk the Hero’s battle-fury got the better of him, and the berserk first destroyed any chance of the cave gnolls surrendering after their leader was slain, and then turned on his allies in the midst of battle. After fierce fighting, Heinryk and all but one of the male gnolls in the cave were killed – the eerie warrior known as No-Smell. Outside the cave the fearsome owlbear was drawn to the smell of blood and fell upon the rearguard. It was driven off by the spells of Ambrosius the cleric, but not before it had killed the hobgoblins Dedbane and Golgob and sent the warband’s third hobgoblin, Wolfeye, running in terror. The beast was then killed when it returned a short time later to eat the carrion left by the day’s fighting. While Ivy and her champions were sorely wounded, the warband was victorious and they began feasting and roistering after the orc Mothclaw broached a cask of excellent beer that the gnolls had in their larder. Meanwhile the gnoll women butchered and roasted the owlbear, while others quietly attempted to give proper funeral rites to their dead (a process quite similar to butchering).


Our Heroes

  • Elm Ringlad, Ranger 1

  • Oak Ringlad, Ranger 1

  • Flarkin of Toadmarket, Dwarf 3

  • Dunsell the Daring, Paladin 1

  • Deyla & Stonescale, Beastmaster 1 & 1HD crystal lizard


It was at this point that the Silver Daggers arrived in the area, having set out for the Haunted Halls. In a peek behind the curtain, I rolled for their arrival time. It’s a bit of a hike out from Eveningstar, and I assume that adventurers get a late start unless they’re unusually driven. They have to get breakfast, pack, get everybody together, go over their plans, re-pack whatever it is they forgot, maybe get lunch since it’s almost time anyway, and so on. The typical adventuring day has been hovering around 2–3 hours, during which the characters will risk their lives and potentially make several months’ worth of income, so I assume they’re rarely in a big hurry. I had their arrival time on the calendar before I played out the gnoll fight, in case things went long enough that they arrived in the middle of it.


A chance for the Rangers to do some Ranging

THE LOG

The Halls are on the west side of Eveningstar Gorge, which happens to be the same side as the gnoll cave. Ivy’s warband are drunk and noisy, and they’re in a narrow part of the gorge formed by a small tributary stream that runs out of a spring in the Shunned Cavern to join the Starwater, so the noise is likely to echo. I didn’t roll to see whether the Silver Daggers heard it, it seemed reasonable that they would. The Ringlad brothers decide to investigate, leaving Dunsell, Flarkin, and Deyla by the entrance to the Halls in order to move more swiftly. Rolling at +2 due to the warband’s drunkenness, Oak and Elm each passed a Dexterity check (technically as Rangers I should’ve rolled a d6 for this, but the -2 penalty from the powerful ale in Keep on the Borderlands seems to assume a d20 roll) and were able to sneak up the gorge, using the heather and thickets of scrub. There they spied out the camp. They saw Ivy dressed in barbarian finery and presiding over a mixed band of humans, elves, goblins, and gnolls, all drinking and dividing plunder. The two rangers were concerned, but not immediately hostile. They don’t like Ivy much, having left her adventuring party after the first assault on the Temple of Evil Chaos, and as woodmen from the Border Hills their folk have often come into conflict with Stonelanders and goblins. However, it was possible that she had some good motive. There were dead gnolls there – could she have allied with some of the cave-dwellers to defeat them? Such things have happened before. 


Not wanting to risk revealing themselves, the brothers slipped away and reported to the rest of their party. They discussed whether to return to Eveningstar and report the sighting right away, or to delve into the Haunted Halls first. They had a vote, using high/low d6 rolls for each character. Higher or lower numbers indicate the intensity of the feeling. Flarkin did not roll – I knew he would want to explore the Halls, because all he cares about is making enough money to retire from adventuring. Oak, Elm, and Dunsell all rolled 6s, strongly approving the plan to return to town, and Deyla rolled a 3 for soft disapproval. The dice results made intuitive sense, with the rangers and paladin all being motivated by duty, and their votes carried the day. The Silver Daggers returned to town.


THE TALLY

  • Information of Possible Concern – 0 xp


DOWNTIME

Our conscientious C-listers went to report their findings to Lady Winter, who of course was too busy to help. Her tower house was a buzz of activity, and the Silver Daggers had to wait hours before they were granted a few minutes of the Lady’s time (7pm, by which point Flarkin and Deyla had already sloped off to the Golden Unicorn to drink and complain). A stone-faced Captain Gilbear showed them into the stables, where Lady Winter was tending to her white charger, Snowbell. The Ringlad brothers made their report. A reaction roll of 6 indicated that Lady Winter was brusque. While she thanked them for their concern, she was not troubled by the fact that some adventurer had allied herself with one group of cave-dwellers to go kill another. The goblin clans in Eveningstar Gorge often fight amongst themselves, but they know better than to trouble the town (everyone who didn’t met the sticky end of a Lightning Bolt years ago). Lady Winter and her knights were riding out tomorrow on a dragon hunt, in any case. A large red-brown bull had recently killed a shepherd, a couple of dogs, and devoured a flock of sheep that were grazing on the High Pasture, and that needed to be taken care of. If a dragon that size were allowed to learn that Eveningstar is a source of easy meat it would certainly return, especially since the creature is likely bulking up for the autumn mating flights. When Dunsell tried to protest, Lady Winter told him that her Captain Gilbear will be remaining in town to keep an eye on things. The Captain did not allow anyone to talk back to his Lady a second time, and the Silver Daggers were dismissed.


Crestfallen, they joined their companions at the Golden Unicorn, where they got into an argument over the day’s events. Fortuitously, this was overheard by the PCs – I rolled to see how many were at the inn’s beer garden and got the full party (minus Trigg, who takes his evening meals at home with his wife). The two parties discussed the situation. The PCs agreed that it was concerning that Ivy, Nogi, and her new cleric had not been back to town since the 13th, and that she had been acting oddly since the assault on the Temple of Evil Chaos at the beginning of July. While not fully recovered from their last adventure in the hobgoblin caves, the PCs decided to pay Ivy a visit on the following day. They tell themselves that Trigg could remain in town if his wounds were still troubling him, although nobody really believes that he will. The Ringlads and Dunsell agree to come along, and surprisingly Deyla volunteers as well. Flarkin flatly refuses, of course – there’s no profit in it. “That madwoman can do what she likes, since she seems so determined to die in a cave”.


BACK IN THE GORGE…

Ivy elevates Widestripe to the rank of captain and formally puts him in charge of the remaining gnolls. He doesn’t totally understand this, but is pleased to hear it confirmed that the “Black Bitch-Chieftain” is backing him as the gnoll clan chief, and that she’ll be giving him more treasure than the others get when his people fight for her. With Heinryk dead, Drunvir the wild elf begs to be named a champion in his place. He’s happy with Ivy’s leadership, and he wants the benefits of a privileged place for himself and his mate Reedle. Ivy accepts. The elf distinguished himself by volunteering to fight, and this appointment solves a leadership problem for her. She can put him in charge of the humans and the dwarf, which should result in fewer conflicts than having Mothclaw trying to wrangle everybody or making Ambrosius do it, and Reedle has proven her value as a second caster of Cure Light Wounds. Drunvir gets +1 to his Morale score.


A Morale roll of 2 (the best possible result) has Wolfeye the hobgoblin return to camp looking smug. I’d previously determined that he’d run off to his former home in the hobgoblin cave, and thought that we’d seen the last of him. It took me a minute to think of why he’d come back, but I figured it had to be something good that he thought might outweigh the expected punishment for cowardice and desertion. The hobgoblin reports that he saw two spies sneaking away from Ivy’s camp earlier, moving in a hurry. He’s certain that this will earn him some reward, and is correct. Ivy gives him a few gold coins and tells him to get some food and rest. She confers with her champions: it’s not really feasible to move either the drunken roisterers or the gnolls, but they set guards to watch throughout the night and bed down inside the gnoll cave rather than sleeping under the stars. Reedle casts Cure Light Wounds on Harg the bugbear, restoring 5 HP. The warband recovers 1 HP from rest.


Ivy stays awake late into the night, watching the moonlit gorge from the mouth of the cave and contemplating her next move. In Lady Winter’s tower Simion Silverbeard strums his harp and sings softly of cool waters and lost lovers, while the household knights sharpen their dragon-spears. In the common room of the Golden Unicorn the adventurers are settling their tabs and saying their goodnights. Trigg lies sleeping in his little house on Sunbold Farm, itching half-healed swordcuts.


Dawn comes early.

Thursday, August 27, 2026

Elf Name Generator

To generate a name, roll for a prefix, a suffix, and combine. 

If a letter is in (parentheses) you use it or ignore it as seems best. This is mostly done with hard consonants that combine better with some prefixes than others, or where there is a risk of repeat vowels.


D00 Elvish Prefixes

1. Ala(m)

11. Far

21. Lu

31. Reed

41. Sor

2. Ar

12. Fel

22. Mar

32. Rin(g)

42. Tal

3. Aug

13. Fon

23. Mel

33. Rog

43. Tar

4. Bel

14. Gri(g)

24. Mir

34. Sas

44. Ting

5. Cor

15. Kel

25. Nar

35. Sath

45. Tol

6. Deed

16. Ki(n)

26. Nef

36. Seeth

46. Ur

7. Di(n)

17. Lee

27. O(o)

37. Sela

47. Van

8. Dir

18. Leil

28. Or

38. Shan

48. Vil

9. Dru(n)

19. Li(n)

29. Per

39. Sil

49. Yor

10. El

20. Loy

30. Rau

40. Sir

50. Zel


D00 Elvish Suffixes

1. A

11. Ea

21. Iol

31. Od

41. So

2. An

12. Ell

22. Is

32. On

42. Tas

3. Ar

13. Fa

23. La

33. Os

43. Va

4. Ara

14. Fin

24. Lan

34. Ra

44. Vir

5. Aris

15. (G)ard

25. Lee

35. Ran

45. Vol

6. Bil

16. (G)le

26. Lit

36. Rik

46. Wyn

7. Da

17. (G)rif

27. Lu

37. Ris

47. Ya

8. Din

18. (G)yr

28. Mo

38. Ro

48. Yd

9. Doh

19. Iel

29. Na

39. Ru

49. Yon

10. Dol

20. Il

30. Non

40. Sid

50. Yu


Samples: Augra, Deeddol, Drunvir, Elmo, Kingrif, Melbil, Nefda, Persid, Reedle, Roggle, Ringlu, Shanla, Sirris, Sora, Tarea, Urnon, Yorna


Longer Names: with a few exceptions, this generator produces two-syllable names. This is intentional, as I think it gives the names a sing-song, fairytale feeling – a little more Dark Crystal than Sindarin. However, it’s a common practice in fantasy to give elves three-syllable names: Sassaran and Taravol from my own solo game (whose names were made up on the spur of the moment) are a good example. If you prefer this style, I recommend either rolling an additional suffix or simply adding a vowel between your prefix and suffix. Because the table wasn’t built for this, names rolled this way will have a higher chance of sounding funny.


Samples: Corala, Elgyrra, Linvoldin, Marwyndol, Melarfin, Sasaran, Sildala, Taravol, Yorodos


Within the setting of my Eveningstar solo game, it seems like wood elves prefer longer names while the wild elves of the Stonelands favor shorter ones.


This generator was built off the bones of my Gelfling name generator, with additional inspiration from Narnian star names, the Fair Folk of Lloyd Alexander's Prydain, and Deedlit from Record of Lodoss War. It is intentionally more light-hearted and "silly" than is typical for Tolkien-esque elves - the hope is that you could use it unaltered to name fairies with it. There are a few reasons for this. One is that my solo OSE game has a heavy strain of JRPG influence, and "Deedlit" wouldn't be out of place on a Gelfling. Another is that BX elves have names like "Rory the Red" or "Aithne of Far Isle" more often than they have names like "Fingolfin" or "Niniel", and I think that's fun in the same way it's fun that they're shorter than humans. The third is that the two most common naming strategies for elves are to use either Welsh or Sindarin names (or invented words that have similar sounds) and there are a lot of lists and resources available already if you want to look up a list of Welsh baby names or scroll through a Sindarin dictionary.


Additional Generators

To further customize your band of elves, consider the following generators. Clothing gives you a general idea of how I imagine the various elf-kindreds of my solo game’s loose setting, Motifs give you a symbol for embroidery, shields, banners, and treasure, and Embellishments can be used to accentuate a leader. When an embellishment tells you to use a motif, you can use the band's motif or roll a new one.


A note on elf bells: elves of all types love bells, and often adorn their gear and mounts with them. Elf bells have no impact on stealth. It is a peculiar feature of elvish bells that they tinkle merrily when safe to do so, but fail to ring whenever the wearer is attempting to move quietly.



Grey Elf Clothing

Grey elves favor flowing tunics and dresses, often topped with a cape or a light robe. Men usually wear hose of some sober color beneath their tunics, and it is common for grey elf women to wear veils or snoods on formal occasions. Their colors are grey, pale blue, sea green, lilac, and white. Their hats and helms are usually tall, and are typically set off with a feathered plume. For work they wear high boots of supple leather, and for play they prefer soft slippers. Whenever possible, grey elves like to accentuate their costume with at least one jewel.


High Elf Motifs:

  1. Anvil & Stars

  2. Bird (eagle, gull, swan)

  3. Flower

  4. Fountain

  5. Grape Vines

  6. Harp

  7. Leopard

  8. Lion

  9. Sea Dragon

  10. Ship

  11. Tree

  12. Unicorn


High Elf Embellishments:

  1. Bracers with motif

  2. Brooch or pin with motif

  3. Circlet or forehead chain

  4. Fur collar or mantle

  5. Jeweled scabbard

  6. Pouch with embossed motif

  7. Ring with gem

  8. Signet ring (roll two motifs for design)

  9. Tiny bells

  10. Tiny gems

  11. Torc with motif

  12. Winged helmet or hat




Wood Elf Clothing

Wood elves dress primarily in green, accented by autumnal reds and yellows, although their cloaks change colors with the seasons. Their tunics and dresses are shorter than those of the grey elves, with hose worn by both sexes (usually in some bright color). They favor light leather shoes of wonderful design, often worked with leaf shapes. Wood elves wear fewer jewels than grey elves, preferring garlands of leaves, berries, or wildflowers, and they make greater use of carved wood, horn, and hides.


Wood Elf Motifs:

  1. Berries

  2. Butterfly

  3. Elf Faces

  4. Feasting

  5. Green Dragon

  6. Leaves

  7. Merrymaking (feasting, hunting, or music)

  8. Spiders & Webs

  9. Stars

  10. Trees & Birds

  11. Unicorn

  12. Vines & Thorns


Wood Elf Embellishments:

  1. Belt with motif

  2. Bracers with motif

  3. Brooch or pin with motif

  4. Circlet of braided leather

  5. Crown of leaves

  6. Fur collar or mantle

  7. Pouch with embossed motif

  8. Ring

  9. Shoes with motif

  10. Tiny bells

  11. Torc with motif

  12. Wildflowers (worn in the hair, pinned to cloak, etc.)



Wild Elf Clothing

Wild elves wear thick wool tunics, striped leggings, and sheepskin coats out of doors, with softer house-robes for use in their hidden homes. Other elves find their use of tall, wide-brimmed hats and curl-toed boots unutterably rustic. Their jewelry tends to be larger as well, featuring more copper, polished stone, and rough-cut gems than other elves prefer as well. Wild elves make heavier use of bright colors and bold patterns than other elves do, but only on objects and garments meant to be used at home, or which can be concealed under their long coats. All outerwear is in natural colors of wool, heather, and stone, the better to move unseen. Wherever possible, metal fasteners are replaced with wooden toggles or leather ties, and metal tools are dulled to hide their gleam.


Wild Elf Motifs:

  1. Beetles & Worms

  2. Berries & Mushrooms

  3. Finch & Flowers

  4. Goats

  5. Goblin Face

  6. Ponies

  7. Red Dragon

  8. Running Hares

  9. Spiders & Webs

  10. Stars

  11. Suns & Moons

  12. Unicorn


Wild Elf Embellishments:

  1. Boots w/ motif

  2. Buttons with motif (wood, horn, or knotted leather)

  3. Brooch or badge with motif

  4. Hair full of cobwebs & leaves

  5. Hat medallion with motif

  6. Insect wings

  7. Painted spirals on cheeks

  8. Pouch with embossed motif

  9. Rings & coins sewn into clothing

  10. Tasseled fringes

  11. Tiny bells

  12. Torc with motif