Names Matter: Titles, Call Signs, and What People Refuse to Say (Aether Skies D&D campaign Setting)
How identity becomes leverage in Aether Skies
In most fantasy RPGs, a name is just a label.
In Aether Skies, a name is a position.
What someone calls you—and just as importantly, what they refuse to call you—reveals power, debt, fear, and survival strategy. Names shift depending on who’s speaking, who’s listening, and what’s at stake. True names are guarded like weapons, titles are
worn like armor, and call signs exist to keep people alive when the sky starts watching.
This isn’t just flavor. It’s a tool for worldbuilding, roleplay, and tension at the table.
The Unspoken Rule of the Skies
In Aether Skies, there’s an old saying:
“If someone knows your real name, they can follow you.”
That belief isn’t superstition—it’s experience.
Between espionage networks, dream-contaminated magic, aether-powered surveillance, and things that listen from the Curtain, names carry weight. They anchor identity. They give predators something to grab onto.
As a result, most people don’t go by just one name.
The Three Names Everyone Has
Almost everyone in the sky cities carries some version of these three identities:
1. The Given Name
Your birth name, legal name, or original identity.
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Used by family
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Recorded in city archives
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Dangerous to share casually
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Often abandoned after a major life event
In many cities, especially Haven, speaking a true name aloud is believed to invite attention—mundane or otherwise.
2. The Public Name
Titles, ranks, professions, or reputational names.
Examples:
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Captain Rell
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Warden of the Ninth Span
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Dockmaster
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Speaker-of-Favors
Public names establish authority without intimacy. They are safe, transactional, and deliberately vague.
In Orashul, public names are polished and hierarchical.
In Granglehold, they’re functional and blunt.
In Kerfluffle, they’re often jokes—until they aren’t.
3. The Working Name
Call signs, aliases, and nicknames used in dangerous spaces.
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Skyship crews
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Smuggling routes
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Aethernati operations
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Underground markets
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Aetherball teams
Working names protect you. They also distance you from consequences.
No one betrays their real self.
They betray a role.
Why True Names Are Rarely Spoken in Haven
Haven changed everything.
When the city reappeared from the Curtain, it brought back more than architecture—it brought back proof that memory, identity, and dreams can be manipulated, stolen, or echoed.
In Haven:
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Names spoken in dreams sometimes respond
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Old identities surface without warning
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People wake knowing names they’ve never heard
As a result, Havenites are careful. Some refuse to speak their given name at all. Others change names seasonally, or after traumatic events, believing the old name no longer fits the person who survived.
Among spies, this behavior spread quickly.
Names as Power and Debt
In Aether Skies, how someone addresses you often signals who owes whom.
Calling someone by their given name can mean:
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intimacy
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trust
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ownership
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or threat
Using a title instead of a name can be:
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respectful
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dismissive
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or deliberately distancing
Refusing to say someone’s name at all?
That’s a warning.
Example:
A captain who always calls you “friend” instead of your name isn’t being warm—they’re reminding you that your identity is flexible, and so is your loyalty.
Call Signs: Identity Under Pressure
Call signs are common among:
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skyship crews
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scouts
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smugglers
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aether runners
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resistance cells
They’re often earned, not chosen.
Some are jokes.
Some are insults.
Some are memorials.
The longer a crew survives together, the more likely their call signs replace their real names entirely. Losing a call sign—having it revoked or changed—is often worse than losing rank.
It means you’re no longer trusted to be yourself.
Using Names as a GM Tool
For Game Masters, names are an invisible lever you can pull at any time.
Techniques:
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Have NPCs switch how they address PCs based on mood or leverage
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Reveal a villain’s true name only after significant cost
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Let an enemy use a PC’s real name when they shouldn’t know it
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Introduce factions that refuse to speak certain names aloud
Names are especially effective when paired with:
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debts
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favors
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secrets
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or dream influence
Player Advice: Choosing the Right Name
Encourage players to think beyond character creation:
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What name does your character use in public?
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Who still knows their real name?
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What name do they fear hearing spoken aloud?
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What would it mean to reclaim—or abandon—that name?
Changing names mid-campaign is powerful.
So is refusing to.
Adventure Hooks Built on Names
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The Name in the Ledger: A true name appears in a document that shouldn’t exist.
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Call Sign Burned: A crew’s shared call sign is publicly used against them.
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The Name That Wakes Things: Speaking a lost name triggers a response from the Curtain.
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Identity Theft: Someone is committing crimes under a PC’s old name.
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The Forgotten Self: A character’s given name is erased from all records—but something still remembers it.
Final Thought: Silence Is Survival
In Aether Skies, names don’t just identify you.
They locate you.
They bind you.
They invite attention.
Sometimes, the most powerful thing a character can do isn’t to speak louder, fight harder, or fly faster—
It’s to decide which name they answer to.
And which ones they’ll never say again.
Thanks for reading. Until Next Time, Stay Nerdy!!






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