Four Colors al Fresco
A Roleplaying Game of Pulp-Style Superheroes in an Alternate Renaissance
Table of Contents
Introduction 1
Explaining the Basis of this EntertainmentCharacter Creation 3
Wherein We Meet the Main CharactersRoleplaying 7
Playing a Role; Being a Hero; Contributing to the Story; GrommetsStoryguiding 8
Wherein We Become Acquainted with the Storyguides RoleStorypath Cards 11
Wherein the Balance of Play is ExplainedPanels, Pages, Issues, Miniseries, & Titles 13
An Explanation of the Structure of the Entertainment; Use of Hooks; Between-IssuesRolling the Planets 16
A Mechanical Aid to the Beleaguered or Unsure StoryguideDegrees of Success 22
An Optional Set of Rules for Greater Mechanical DetailItalia 23
Wherein the World of the Entertainment is Given a Brief Overview, Including Lists of Significant PersonagesAppendix I: Glossary 24
An Explication of the Terms Special to this EntertainmentAppendix II: Example Descriptors
List of Powers, Both Known and Supposed, with Possible Power Stunts; List of Weaknesses, Both Known and Supposed; List of Traits; List of FlawsAppendix III: Names 26
List of Italian Names, Male, FEmale, and Family; Lists of Names for Other PeoplesAppendix IV: Quickstart Rules
Simplified Explanation of How to Describe a Character; Character Worksheet; Character SheetAppendix V: Designers Notes 34
An Explanation of Why this Entertainment Has Been Created; Evolution; InspirographyAppendix VI: October Open Game License 36
woodelf & Epidiah Ravachol, designers
woodelf, writer
, cover artist
, illustrators
woodelf, typesetter & layout artist
Akira Barnes & Dan Bongert, additional contributors
Michael Bourne, playtesters
Special Thanks to
Alex Weldon, Travis Casey, & Klaus Æ. Mogensen, for help with the probablities
Jonathon Tweet, Robin Laws, ... for making us wonder what else might be out there
Copyright © Anno Domini 2001 by woodelf & Epidiah Ravachol.
Permission is granted to copy, distribute and/or modify this document under the terms of the October Open Game License, Version 1.0 or any later version published by the RPG Library; with the Invariant Sections being Appendix V: Designers Notes and Colophon, with the Front-Cover Texts being Four Colors al Fresco: A Roleplaying Game of Pulp-Style Superheroes in an Alternate Renaissance, and with no Back-Cover Texts.
A copy of the license is included in the section entitled October Open Game License.
An editable copy of this document may be found at <http://webpages.charter.net/woodelph/Gaming/Astrology/index.html>
This game is a roleplaying game (RPG). RPGs may be very different from the games you are used to, in some fundamental ways. First of all, not everyone has the same role in the game. Most of the participants will be the players. They will each take on the role of a single character. These characters are much like the central characters in a book, movie, or comic bookthey are the ones around whom the action revolves, though there are often other important characters present, and they themselves may not be present for every scene.
For each Issue1, one of the characters will take on the role of the Storyguide. As the name implies, it is her job to guide the unfolding story that you will tell. She must assume the roles of all of the characters that the other players are not playing, define the world around the characters, adjudicate the characters actions, and often provide the scenario.
Together, the Storyguide and players create a participative, collaborative, extemporary, storytelling amusement. That is, the point of the game is to enjoy yourselves while together creating a story off the top of your heads. Everyone has a say in how this story unfoldsthe players manage the Main characters and the Storyguide everything elseand nobody really knows ahead of time how the story will turn out.
Secondly, the part of the game that makes up the rules is actually a relatively small portion of the game, unlike in many other games2. What is much more important for understanding and playing this game is understanding the assumptions that underlie these rules:
Further, there are a set of assumptions about the descriptions of characters that are very important:
Whenever a term first appears, it will be briefly defined in a footnote. If not all of the terminology is completely clear at this point, dont worry about it; as you read the rules and learn the terms, remember these principles, and they should become clear. A complete glossary of game terms, with more-detailed definitions, appears in an appendix.



at these characters be able to work together, at least some of the time. So they should not have any inherent incompatibilities (one can only breathe under water, while another cant breathe under water) nor any unresolvable differences (a fanatical Catholic witch-hunter and a Church-hating witch).
In general, it is assumed that the characters are heroes, rather than villains. Not all heroes need be a shining example of truth and purity, however. Heroes with a shadowy past are perfectly in-genre, as are heroes with a strong moral code that is somewhat at odds with the dominant religion or law. Vigilantes are acceptable12, but they push the edge of the envelope, and care should be taken not to let the game slip into the grays of moral ambiguity. While the details are up for debate, on a broad scale this is a world of absolute morality, where the good are Good and the evil are Evil, and only very rarely can someone find a place between those two extremes. Heroes do not kill or allow innocents to dienot even for the greater good.
Ideally, the characters should share some sort of unifying group or experience (a team that serves the Cardinal; they all have been repeatedly bested by the Seven Deadly Sins). This group is what will form the

basis of the Main Title13 for the game. Not all of the Issues will take place within this Title, nor will they all include all of the characters, but you will generally want to include most of the characters (generally, all but 1) in most of the Issues, and this provides an excellent way to explain their companionship. Other methods can of course bring the characters togetherfriendship, common threat, or coincidenceand the nature of the comic-book universe is such that such contrivances need not impinge upon suspension of disbelief14.
The common quality that all Omegas have is their f

undamentally unbalanced nature. Most people are balanced in their interactions with the worldthe Forces of the world affect them all equally. What makes Omegas special is that something has happened to upset this balance. The Forces of the world no longer affect them in equal measure. They may have greater affinity for the ruling actions of some f

orces, and they defy the normal laws of at least one of the Forces. In the process, they gain what the rest of the world see as superpowers.
The first step in creating your character is to come up with a superhero concept. This should revolve around a power, or, very rarely, Powers. Once you have the Omegas Power in mind, you should figure out which Force this Power violates, and thus which Planet she has Wed. It is also very important at this point to come up with the Omegas name. Once you have a name and Power, and a good idea of which Force the Power violates, you are ready to begin determining the characters game representation.
The first step is assigning the Planets. One of the Planets ratings you will have already decided. For the Planet of the Force that the Omegas Power stems from, you assign an W. Because that Force does not govern the character normally, she is out of the sight of that Planet, and the degree to which it governs her can not be represented numerically like the other Forces.
Next, you should consider the Omegas nature in other ways, and assign the rest of the Planet ratings. For each Planet, you will assign a die type, normally from d415 to d20. This is the die that you will roll for that Planet when using the dice to resolve actions. A smaller die type means that that Force governs the characters actions more strongly. However, all that really matters is the relative sizes of the dice for a character, not their absolute size. When attempting an action, all of the Planets will be rolled, and the results ordered from least to greatest, so the larger the die, the less likely it will be near the top of the Hierarchy.16 For example, someone with d20 Dynamic, d10 Static, d10 Passion, and d10 Known would find Static besting Dynamic roughly as often as someone with d12 Dynamic, d6 Static, d6 Passion, and d6 Known. However, the smaller the die size, the less variable the results, so, using the example just mentioned, the person with the d6 Planets would find them tying much more often than the person with three d10s. Also, other aspects of character creation and action resolution favor, slightly, smaller dice. So, within your character concept, it is generally better to take the smaller dice types, if there is no particular reason not to.
Once you have assigned the dice to your Planets, the next step is to detail your Power, Weakness, and Quirk. The character has one Power, one Weakness, and one Quirk for each Wed Planet (normally only one). All three of these must tie directly into the nature of the Force in question. Powers, Weaknesses, and Quirks fall outside the normal bounds of reality. They should be somehow exceptional, either in nature or degree, which is why they are not normal Traits. The Power is, as the name implies, an advantage to the character. Many Weaknesses tie in to the Omegas Power in some way, limiting it, negating it under some circumstances, or defining a counter to the Power. But this is not necessary, and many viable Weaknesses are merely related to the Omegas Power, while some have nothing to do with it. The Quirk is a supernatural Descriptor of the Omega that is, on the whole, neither advantageous nor disadvantageous.
Once the Planets are assigned and the Descriptors stemming from the Wed Planet are detailed, the next step is to determine the rest of the characters Descriptors, called Traits. For every non-Wed Planet, the character will get a number of Traits as determined from the Descriptors Chart on this page. Traits may be anything the player desires, but they should all relate to the Planet that they are derived from. It is up to the SG to determine if a Trait is appropriate for the Planet in question, and if it is too powerful or too limited.
Not all Traits are created equal. In particular, there are two special kinds of Traits; Flaws and Power Stunts. A Power Stunt is a special use of a Power

that governs something that is neither clearly outside of nor clearly within the purview of the Power. By devoting a Trait to it, the player assures that her character can use the Power in that way. A Flaw is a Trait that is a hindrance to the character in some way. Except as the Descriptor Chart dictates, as many or as few of your Traits may be Flaws or Power Stunts as you wish. With some die sizes, you are required to have one or more of your Traits be Flaws.
When recording Traits on your character sheet, do not make any indication of the Planet they were derived from. The Planet is only a tool for character creation, and has no bearing on the Trait in play.
Once you have decided upon all of your Traits, and recorded them on the character sheet, there are only a couple of finishing touches to completing your character. First you should draw your initial Storypath Cards from the deck, and record them. All Omegas begin play with as many Storypath Cards as they have non-Wed Planets. If you are going to be using the same dice all of the time, its a good idea to record the color of each die next to the Planet, especially if you have more than one Planet of the same die type. Finally, you can come up with your Omegas Title. Often, this is the same as her name, but it neednt be.
You will notice that the Ws origin isnt mentioned above. If you wish, you may decide how your W got her Powers, but it is very common for that to only be revealed (and thus decided) at a later date, usually as a pivotal point of a Miniseries. On a related note, anything that is not detailed at this point is not part of your character. All that is known about the character is encapsulated by the Name, Title, Planets, and Descriptorseverything else is in flux, and will only be solidified later.

Vengeful master sleuth and inventor; super-human man from another planet; blind martial artist; super-fast; the physique of a human-sized spider; millionaire inventor.
An equally important consideration when designing your character is niche: each character should be unique. In a group of characters, each character should be clearly the best (among the group members) in some area. This makes it much easier for the SG to give your character spotlight time. This unique niche often stems from the characters shtick, but it could be secondary to it. The easiest sort of shtick is being best at something, or at least exceptional. Strongest, fastest, smartest, cleverest, most faithfulthese are the sorts of shticks.
The Cardinal is played as an upstanding former clergyman, who has chosen to use his power to uphold justice and the Word of God. The SG should not, as a plot element, say that he knows an underworld crime boss due to his well-hidden shady past, as this infringes on the players idea of The Cardinal as beyond reproach. She could, however, say that The Cardinal once took confession from this crime boss, back when she was just an amateur housebreaker. The player saying the first thing, however, would be allowed, since The Cardinal has no Descriptors that specifically contradict this.
Most in-game concerns have to do with upholding the genre conventions of 4-color superheroes. In their service, retroactive continuity (retcon) should be used in preference to being bound by a previous Issue; villains should frequently have Powers that address the heroes Weaknesses (and vice versa); moral absolutism should guide the actions on all sides; and heroes and villains should reap what they sow.
There are a number of ways to pass on the role of Storyguide. The current Storyguide may have her character show up at the end of an Issue, thus signifying that she does not intend to run the next Issue. She may likewise (temporarily) remove one of the players characters from the

scenario17, thus sig

nifying that it is that persons turn to be Storyguide next time. Especially in the latter case, you should make sure its acceptable to the other players before turning over the reins. Ideally, everybody should take approximately equal time at being Storyguide, but if everyone is ok with it, theres nothing inherently wrong with some of the players rarely or never Storyguiding18.
Above and beyond all of these story and genre concerns, the Storyguide is responsible for adjudicating the characters actions. The most basic way of doing this is through simple Descriptor comparison. Look at the relevant Descriptors on all sides, and decide what occurs. Remember that someone with a relev




a

nt Descriptor should always best someone without (though the Descriptor-less character is better off than the one with a Flaw Trait in that area), and that a Power should almost always best a Trait. Circumstances should of course be considered, which may significantly alter these simple rul

es. If the results arent clear from such a comparison, then the Storyguide has the Planet scores to fall back on. For rules to help with that, see Section V.
Dont forget that this is a four-color superhero game; this brings with it some specific considerations, in order to maintain the feel. First, obstacles, and especially opponents, should almost always be scaled to match the abilities of the Main characters. The power level of the Main characters, rather than realism, should be what determines the power level of challenges. Secondly, death is rare. Ws almost

never need to be killed in order to be defeatedand a body is rarely found if they do die. Innocents should only die through the tragic error of the Main characters, and other Diceless characters should die only if they voluntarily serve the villainsand usually not even then.
On a meta-game level, you should try to always end an Issue with at least a minor cliffhanger. Even if it is the resolution of a major Miniseries, throw something into the end of the last Issue that opens up a new path or plot. Another meta-game concern is spotlight time. All of the Main characters should be approximately equally important in the Issue. This rule can be relaxed somewhat in the case of an Issue in a Main characters Title, where any other Main characters are Crossovers. But, no matter how improbable, in every Issue each of the Main characters should be faced with an obstacle that only they c

an overcome.
A final concern of Storyguiding is switching Storyguides. Only one person should Storyguide for a given Issue, in order to maintain a consistent tone. You may decide for yourselves, either as a blanket rule or on a case-by-case basis whether you want to maintain one Storyguide for an entire Miniseries. Another option would be to always use a particular Storyguide for the Main Title. But whatever you de


cide, you will eventually have to switch Storyguides.
A couple of tricks while you are Storyguiding will help to make the transition between SGs less jarring. First, if you define a new element of the world, whether a setting, a new Diceless or Guest character, or something else, make some notes. It is important that you write down everything that you have definitely decided, even if it wasnt revealed to the players during the Issue. Be sure and mark what the Main characters know of this. Normally, you will hand these notes over to the next SG if she requests them (she may be planning on an Issue for which they dont matter).
However, theres nothing wrong with having elements of the world exclusively under your control. If you want to keep the secret of one of the villains Powers to yourself, just make sure that the notes you hand over note that that detail is decided, but youre not revealing it. There are two advantages to doing this. First, it can make the game more enjoyable for the players, as they dont have to work as hard to separate player and character knowledge, and they can be genuinely surprised by something. Second, it tends to make the world seem more alive and real if everything isnt interconnected. By having several SGs with plots and/or plot elements that arent shared, they weave intersecting but not interconnected Issues. Its only imperative that you dont have accidentally-conflicting ideas about the world. Its always acceptable to deliberately alter something after the factretcon19 was, after all, invented to describe comic books. As a matter of manners, however, you should try not to retcon other SGs material too oftenit may take away from their feeling of contribution to the shared stories.
Another tool for aiding in the interleaving of Issues from different Titles and with different Storyguides is to drop unused clues and tidbits. Make it a practice to increase the level of detail in your descriptions, and even to throw in minor occurrences that have no significance. One of the players will often mistake these for something important, and, upon learning (from looking at your notes when they SG) that you have not fleshed them out, use them as hooks for their own plots when they next SG. After all, if they are interesting enough to catch the players attention, they are interesting enough to matter. Also, chances are that they will have already come up with an explanation or backstory (which was, at the time, wrong) while playing, so this also cuts down on inspirational effort. As an added bonus, these sorts of details often provide hooks or inspiration for the use of Storypath Cards (see the next section) during the current Issue. And, on that note, dont forget to use the additions of Storypath cards (both your own and others) when next you Storyguide.
As Storyguide, one of your duties is to come up with opponents for the heroes. A special sort of oppontent is the Nemesis20. As the game goes on, and the heroes face different threats and villains, sometimes a villain will prove a particularly appropriate foil to one of the Main characters. Due to issues of motivation and/or powers (preferably both), this villain may become a Nemesis for one or more of the characters. Generally, a Nemesis either selects one hero, or the entire group. Perhaps, if there is a special group of heroes within the group21, the Nemesis might focus on them, rather than the group as a whole.
The Cardinal (Mercury d8, Venus W, Mars d6, Jupiter d6, Saturn d20) and Renaissance Man (Mercury d4, Venus d8, Mars d4, Jupiter W, Saturn d10) are arm wrestling. You would roll d8 for Known, d8 for Passion, d6 for Dynamic, d6 for Static, and d20 for Lost. The results are Known: 1, Passion: 3, Dynamic: 3, Static: 4, Lost: 5, and are laid out as in Example 18. The Cardinal would have a result of Known Dominant, Dynamic Major, Static Minor, and Lost Weak, while Renaissance Mans result would be Known Dominant, Dynamic and Passion tied for Major, and Lost Weak.
A combined roll is also used for characters acting in concert. The same procedure is followed, but when characters work together, results become more predictable, so use the smaller Planet die for each Force. Again, read both characters Hierarchies, ignoring their respective Wed Planets, but in this case the more advantageous result is used and the other ignored, instead of using one result for each character.
So if The Cardinal and Renaissance Man, as above, were working together to left a heavy stone, they would roll d4 for Known, d8 for Passion, d4 for Dynamic, d6 for Static, and d10 for Lost. If the results were Known:1, Passion: 4, Dynamic: 3, Static: 5, and Lost: 6, the dice would be laid out as in Example 19. The result would be either Known Dominant, Dynamic Major, Static Minor, and Lost Weak, or Known Dominant, Dynamic Major, Passion Minor, and Lost Weak, whichever was more advantageous.
Now that you know how to read the Hierarchy, using the Planets to resolve actions just involves understanding the Forces. The basic die-rolling procedure is as follows:
1) The SG sets the Difficulty for the action, and picks the Favored and Opposed Forces.
2) The SG decides whether or not a Benefit or Hindrance (or both) applies, and if so, assigns the die or dice.
3) The player rolls her characters Planets, and orders the dice according to the results, from lowest to highest.
3a) The player also rolls any Circumstance dice, and compares them to the Hierarchy of the Planets.
4) The SG determines whether or not the action is successful, based on the Hierarchy of the Planets.
Taking each of the steps in turn, well begin with an in-depth look at step 1, picking the Forces. There are two aspects to picking the Forces: how many, and which ones. Generally, we recommend that you start by assigning a Difficulty to the task, and then picking a number of Forces to match that Difficulty. You may, however, just choose the Favored and Opposed Forces, and allow the Difficulty to fall where it may, thus providing the Difficulty naturally. In general, we discourage this method, as almost any Force can be described as governing almost any action, so it will tend to produce the Difficulty you want it tothus leading back to the first method.
The basic difficulty for a task that requires a roll is Moderate. If you are considering using the Automatic or Impossible Difficulty levels, reconsider. In many situations, they are identical to the Simple and Hard Difficulties25. If what you want is a particularly difficult or easy task, assign a less-extreme Difficulty, and apply a fairly small Circumstance Die. If the action really should be automatic or impossible, declare it such, and dont roll. About the only time when those Difficulties are appropriate is in a case of opposed action, when the action would normally be futile or simplistic, but you want some chance for the opponent to fail or succeed, respectively.
Once you have a Difficulty in mind, the first question is which Forces are Favored for an action. These are the Forces that are in alignment with the action and likely to come into play for a successful outcome. The Opposed Forces are those which are most likely to come into play if the action fails. All actions should have at least one neutral Force, a Force which is neither Opposed nor Favored, and thus is given no consideration when interpreting the results. Remember that these Forces are picked with reference to the task being accomplished, and with no regard for the character accomplishing them.
Once the SG has decided, she should tell the player what Forces are Favored and Opposed. At this point, it is the players responsibility to let the SG know if she has overlooked any mitigating circumstances that would alter the relevant Forces. The player may argue for different Forces, but the SG has final say. Generally, the only reason the SG should change the Forces picked is if she has forgotten a relevant Descriptor of the character, or the character changes strategies (presumably to play to her strengths). Ideally, the player will have already taken her characters strengths into account when choosing a course of action, and so the SGs choice of Forces will be well-tuned. Whether or not the SG accepts any of the players suggestions, the Favored and Opposed Forces should be settled upon before the roll is made. It is too late once the dice have been rolled.
The other element that should be decided upon before the roll is the application of any Circumstance (Benefit or Hindrance) dice. Circumstance dice are used for two different purposes. A Minor Circumstance die is applied for circumstances that affect the nature of the outcome, but wont actually help or prevent it, such as wounds, special tools, distractions, and extreme cleverness. When a result is read that includes a Minor Modifier die, the outcome is determined normally from the Planets, but the placement of the Circumstance die is used to help explain the outcome. Remember that Diceless characters cant roll for themselves, so allies and opponents are often translated into a Benefit or Hindrance die, respectively, for the Main characters.
A Major Circumstance die is used for those cases where the actual outcome could be affected. Again, the Planets are rolled normally, and the Circumstance die is placed with regards to the Hierarchy. But if a Major Circumstance die is stronger than (has a smaller value than) all of the Planets, it instead rules, causing failure or success, respectively. At the SGs discretion, it may also rule the situation with other placements, depending on the rest of the Hierarchy. Major Circumstance dice should be used for particularly amazing stunts, very significant Diceless opposing or allied forces, or other major impacts on the possible outcomes.
In any case, the size and type of Circumstance die should be left up to the SG, with player input, of course. Most Circumstance dice should be Minor, and you should mostly stick to the d20 to d4 range. Consider carefully before assigning a Major Circumstance die, because you are lessening the players impact on the story by putting a factor outside her control into the Hierarchy. A character may have both a Hindrance and a Benefit die at the same time, but only 1 of each (whether each is Minor or Major doesnt matter).
Once you have the Forces and Circumstances determined, roll the dice. There are two types of rolls, a basic roll and a combined roll. A combined roll is only used when two characters with dice (i.e., Planet scores) are involved in the same action, either in concert or opposition. A basic roll is used in all other circumstances, even when the character is in conflict with another (Diceless) character.
For a basic roll, roll all of the characters Planets, and order the dice (and thus the Forces they represent) according to their results, from lowest to highestdie type doesnt matter for this ordering. To expedite this, it is a good idea to have a different color for each Planet die, even if they are of different types. Consult the die-rolling examples if youre not sure how to deal with ties and other complications. If you have any Circumstance dice, you can either roll them along with the other dice (provided they are of different colors, so you can keep them separated), or afterwards. Alternately, you could roll Major Circumstance dice along with the Planets, since they are necessary for determining success, and roll Minor Circumstance dice separately, since they only flavor the result.
For a combined roll, look at the characters Planets, and select the smallest die for any that they both have. You should end up with a die for each Planet that either character has, and that die should be the smaller of the two if both characters have it. Roll the dice together and order them, pulling any Wed results to the side, away from that character. Then determine the Hierarchy for each character, using only dice that are not Wed for that character. If the characters are working against each other, each uses her own Hierarchy. If they are working together, they both use the more-favorable Hierarchy.
The final step is to determine the success or failure. This is done by checking the Hierarchy in a particular order. First the Dominant die is checked. If it is one of the Favored Forces, the action succeeds, and if it is one of the Opposed Forces, the action fails. If it is neither, or there is no Dominant die, proceed to the Weak. If that die is an Opposed Force the action succeeds, and if it is a Favored Force the action fails. If it, too, is neutral or non-existent, look to the Major die. Once again, a Favored Force means success, while an Opposed Force means failure. If, after checking the Major position, there still is not a result, the action is considered to have been unproductive; there has been no change in the situation. In most cases, this means that nothing happened (the arm wrestlers are at a standoff, with neither having made any progress), but in some situations doing nothing is tantamount to a bare success (if youre trying to resist someone pulling you down, just not going anywhere is almost a success). If an Opposed and Favored Force are tied in a position, treat that position as neutral and move on. If there are more Opposed than Favored Forces tied in one position, treat the position as Opposed, and vice versa.
Remember that a Major Circumstance die will determine success if it is strong enough.What exactly constitutes strong enough is up to the SG. If it is lower than all of the Planets, it certainly rules, but the rest of the time it is up to the SG to interpret its relative importance from its position, especially with regards to the Opposed and Favored Forces.
Italian Female
Agabitta
Agata
Agnesa
Agnesina
Agnola
Agnoletta
Alamanna
Albiera
Albizzina
Aldighiera
Alegreza
Alessandra
Allegranza
Ambra
Ambrosina
Andrea
Andreiuola
Andreola
Andreuola
Angela
Anna
Antonia
Antonio
Apollonia
Banca
Bandecca
Barba
Barbara
Barbera
Bartola
Bartolomea
Beatrice
Belcolore
Bella
Bellina
Bene
Benedetta
Benevenuta
Benvenuta
Bernarda
Bertina
Besina
Betrina
Betta
Bettina
Biagia
Bianca
Bianchetta
Bianchina
Bice
Bilia
Bionda
Bonda
Brigida
Buona
Camilla
Cammilla
Campagnola
Canduccia
Cara
Catalana
Catarina
Caterina
Cecca
Celia
Cella
Chiara
Chiarita
Ciana
Cilia
Cinta
Ciula
Colleta
Contessa
Contessina
Corradina
Cosa
Crestina
Cristina
Cristofana
Dea
Diamante
Diana
Dianora
Dinora
Dionegia
Doccia
Domenica
Dona
Donata
Donnina
Dora
Dorata
Doratea
Dovizia
Druda
Duccia
Elizabeta
Ermellina
Falchetta
Fea
Fecca
Felice
Fia
Filippa
Fina
Fiondina
Fiore
Florentia
Flos
Franca
Francesca
Franchina
Fresca
Frosina
Gaia
Gemma
Gentile
Gera
Gerita
Gessa
Gherarda
Gherardesca
Ghilla
Ghita
Giana
Gianetta
Gianotta
Gilia
Gilla
Ginevra
Giovanna
Girolama
Giuliana
Gostanza
Grana
Grazia
Guccia
Guglielmina
Guida
Helena
Iacopa
Isabella
Isabetta
Ismeralda
Isotta
Labe
Lagia
Laldomina
Lapa
Lapaccia
Lascia
Lena
Leonarda
Leonetta
Letta
Lia
Lippa
Lisa
Lisabetta
Lora
Lorenza
Lotta
Lottiera
Luca
Lucia
Lulla
Maddalena
Magdalena
Mandina
Manetta
Margherita
Maria
Marianna
Marietta
Marte
Maruccia
Masa
Mattea
Mea
Mechera
Michelina
Micola
Migliore
Milia
Mina
Mostanda
Naldina
Nanna
Narda
Nastagia
Nastasia
Navilia
Nencia
Nente
Nera
Nese
Niccola
Niccolosa
Nidda
Nigia
Nofra
Nonnina
Nora
Nuta
Nutina
Onesta
Orsa
Orsina
Pace
Pagola
Papera
Paperina
Papina
Pasqualina
Pencina
Penina
Piccarda
Picchina
Piera
Pippa
Primavera
Pulisena
Ricca
Riccarda
Richa
Rosa
Rossa
Rugiada
Salvaggia
Salvagia
Salvatica
Salvestra
Sandra
Santa
Sapia
Sappia
Savia
Scatta
Selvaggia
Simona
Smeralda
Solia
Spinetta
Stefana
Stella
Taddea
Tancia
Tedesca
Telda
Tellina
Tessa
Thomisina
Tina
Tita
Tommasa
Tona
Toncia
Tora
Uliva
Ulivetta
Vaggia
Vangelista
Vanna
Vegnante
Venna
Vera
Verdiana
Veronica
Vettoria
Villana
Vivola
Zaneta
Zanobia
Zebaina
Zenobia
Zita
Italian Male
Abram/ Abramo
Accerrito
Acorri
Adamo
Adovardo
Agabito/ Agapito
Agnesa
Agnola/ Agnolino/ Agnolo
Agostino
Aiolfo
Alamanno
Alberto/ Albertino
Albizzo
Aldighieri
Aldobrandi
Alessandro/ Alesso
Alfonso
Aliotto
Almerico
Altobianco
Altomanno
Aluysio/ Luysio/ Loysio/ Aloysius
Amadio
Amadore
Amannito
Amati
Ambrogio
Amerigo
Amideo
Andrea/ Andream/ Andreano
Andreolo
Andreozzo
Anechino
Anfrione
Angelo
Angino
Anichino
Antonello/ Antonio/ Antonolo
Apardo
Apollonio
Appiano
Arcolano
Ardingo
Argometto
Aringhieri
Aringo
Arnoldo
Arnolfo
Arrichino
Arrigo
Astore
Attaviano
Aureo
Averardo
Avito
Avveduto
Azzerello
Baccio
Baiamonte
Balda/ Baldasera/ Baldassare/ Baldassarr/ Baldese
Baldinacci/ Baldinotto
Baldo
Balsamo
Bambo
Banchello
Banco
Bandetto/ Bandino/ Bandoccio
Barbus
Bardo/ Barduccio
Barla
Barone
Barto/ Bartoletto/ Bartolo/ Bartolomeo
Barzalone
Basilio
Bastiano
Battista
Begni
Belcaro
Belfralle
Bello/ Bellozzo
Beltramone
Benasuto
Benci
Bencivenni
Bene
Benedetto
Benevenuto/ Benvenuto
Benghi
Benincasa
Benino
Benintendi
Benozzo
Benuccio
Berna
Bernaba/ Bernabas
Bernardino/ Bernardo
Bernassa
Bertacchin
Bertino/ Berto/ Bertoldo
Bertuccio/ Bertucio/ Bettuccio
Bettino/ Betto
Biagio
Bianco
Biligiardo
Biliottino
Bindaccio
Bindello/ Bindo/ Bino
Biondo
Biordo
Bivigliano
Bizzello/ Bizzero
Blasio/ Blaxio
Boccaccio/ Boccio
Bonacorso
Bonaguida
Bonaiuto
Bonamico
Bonanno
Bonaventur
Bonavere
Boncenni/ Bonchello
Bonfigliol
Bonifazio
Bonino
Boninsegna
Bono
Bonsi
Bonsignore
Borgo/ Borgognion
Bottiglio
Braccio
Brancazio
Brando
Breusio
Briccoldo
Brigliador
Brizio
Brogio
Brunaccio
Brunellesc
Brunetto/ Bruno
Buccio/ Bucello/ Buffillo
Buono
Buto
Caccino
Cafferello
Calderino
Calvano/ Calvetto/ Calviano
Cambino/ Cambio/ Camillo
Canaffo
Cante/ Cantino
Cardinale
Carlo
Caroccio
Casino
Castellano/ Castello/ Catalano/ Cataldo
Caterino
Cavalcante
Cecca/ Cecchino/ Cecco
Cederno
Cenni/ Cennino
Ceo
Cerbino
Cesare
Cetto
Chello
Chiaramont
Chiarello
Chiarissim
Chiaro/ Chiarozzo
Chimenti/ Chimento
Chino
Chiovo
Chirico
Chiuolo
Ciai/ Ciaio
Ciango/ Ciano/ Ciapo/ Ciardo
Ciatino/ Ciattoro
Cima/ Cimetto
Cinello/ Cino/ Cinozzo
Ciolo
Cione
Cipolla
Cipriano
Ciriagio
Ciridonio
Ciuccio
Ciulo
Ciupo
Clario
Co
Cola
Colombo
Compagno
Concio
Conetto
Consiglio
Conte
Contro
Coppino/ Coppo
Corradino/ Corrado
Corsello/ Corsino/ Corso
Cosimo
Covone
Credi
Cresci
Cristiano
Cristofano/ Cristoforo/ Cristofo
Daddo
Damiano
Daniele/ Danieli/ Daniello
Dante
Dardano
Dardi
Dato
Davanzato
Davizzo
Dego
Dello
Deo
Diedi
Dietaiuti
Dino/ Dioneo/ Dionisio
Doffo/ Dolfo
Domenico
Donato/ Donnino/ Dono
Dore
Dragano
Duccino/ Duccio
Durante
Duti
Elia
Enrico
Ermolao
Fabbrino/ Fabiano
Facio
Falco
Falcone
Fantino
Fastello
Fecino
Fede
Federico/ Federigo
Felice
Felle
Fenso
Feo
Ferrante/ Ferrantino/ Ferretto/ Ferrino
Figlio
Filippo/ Filippozzo
Fino
Fiore/ Fioretto
Folco
Forese/ Foresta
Franceschi/ Francesco/ Francescino/ Checo
Franchino
Franco
Frangibus
Friano
Frolio
Fronte
Frosino
Fuligno
Fulino
Gabbriello
Gaddo
Galaxio
Galeazzo
Galeotto
Galileo/ Gallo
Gamberino
Gano
Gasparo
Geminiano
Gennaio
Genovino
Gentile
Geragio
Gerardo
Geremia
Geri
Germia
Gerozzo
Ghelere
Gherardino
Gherardo
Gherarducc
Gheruccio
Ghetto
Ghezzo
Ghino
Ghinozzo
Ghirigoro
Giachetto
Giambono
Giambruno
Gianbernar
Gianbonino
Giandonato
Giannino
Giannotto
Giannozzo
Giano
Gierozzo
Giliberto
Gilio
Gimignano
Gino
Giorgio
Giosaffe
Giotto
Giovacchin
Giovachino
Giovanna
Giovannell
Giovanni/ Gian/ Nanino/ Zanino
Giovanniba
Giovannone
Giovannozz
Giovenco
Girolamo
Gisiberto
Gismondo
Giudo
Giugno
Giuliano
Giunta/ Giuntino/ Giunto
Giusafa/ Giusaffa
Giustiniano
Giusto/ Zusto
Goccio
Gonzo
Goro
Gostanzo
Grazia/ Grazino/ Graziuolo
Gregorio
Grifo
Guadagno
Gualberto
Gualente
Gualterone/ Gualterott/ Gualtieri
Guardi
Guarente/ Guarenti
Guasparre
Guccio
Guelfo
Guernieri
Guerriante
Guglielmin/ Guglielmo
Guidetto
Guido
Guiduccio
Guigliador
Guilelmo
Guinnozzo
Guisberto
Gurian
Gusme
Iacomo
Iacopao/ Iacopo/ Jacobo/ Jacopo/ Jacobino/ Iacobino/ Jacobello/ Giacomo/ Jacomelo/ Puzinello/ Bolezino/ Bolino.
Inghilese
Isau
Istagio
Lamberto/ Lambetto
Landino/ Lando
Lapaccino/ Lapaccio/ Lapino/ Lapo/ Lappino/ Lapuccio
Larione
Laro
Latino
Lattanzio
Lazzero
Lello
Lennino
Lenuzo
Leonardo
Leone/ Leonello
Lerino
Libero
Ligo
Lippaccio/ Lippo/ Lippozzo
Lisa/ Liso
Lodovico
Lore
Lorenzo
Lorino
Lotteringo
Lottieri
Lottino
Lotto
Luca/ Luchas
Lucchesino
Luchetto
Luciano/ Lucio
Luigi
Lupo
Luti
Lutozzo
Maccio
Madore
Maestrino
Mafeo/ Mapheo/ Matheo/ Maffeo
Mainardo
Malacresta
Manente
Manetto
Manfredi
Mannino/ Manno
Marcello
Marchionne
Marciano/ Marco
Mari
Mariano
Marino/ Marin
Mariotto
Marmuccia
Martello
Martino
Maruccio
Masaio/ Maso
Matteo/ Matteone
Mea/ Meo
Meglino/ Meglio
Merlino
Michael/ Michaleto/ Michele
Micheleagn
Michelino
Mico
Micuccio
Migiotto
Migliore/ Migliorozz
Miniato
Mino
Modesto
Mola
Monaldo
Monte
Montuccio
Mora/ Moreto/ More
Morello
Morosino
Naldino/ Naldo
Nanna/ Nanne/ Nanni/ Nannino
Napoleone/ Napolo
Nardo
Nastagio
Navanzato
Nebrotto
Nello
Nencio
Nera/ Neri/ Nero
Nerone
Nerozzo
Neso/ Netto
Niccola/ Niccolaio/ Niccoletto/ Niccolino/ Niccolo/ Nicolo/ Nicolaus/ Nicoleto/ Nicolino/ Niccolucci
Nigi
Nino
Nofri
Noldo/ Nozzo/ Nuccino/ Nuccio/ Nutino/ Nuto/ Nuttino/ Nuzzio
Oddo
Oderigo
Oliverio
Onesto
Orabuono
Orinolo/ Orlandino/ Orlando
Ormanno
Orsino/ Orso
Otto
Ottolino
Pace
Pacino
Paganello/ Paganino/ Pagano/ Pagno/ Pagnozzo/ Pagolo
Paladin
Palla
Palmerio
Palmieri
Pandolfo
Panelo
Pangratio
Pannuzzo
Pantaleo/ Pantaleone/ Pantalione
Panuzio
Paolo/ Paolino
Papera/ Papero
Papi/ Papino/ Papo
Parente
Parigi
Parisse
Pascal
Pasqua
Pasquale
Pasquino
Pazzino
Pellegrino
Perino/ Perone
Petruccio
Phylipo
Piccardo
Piera/ Piero
Pieroanton
Pierozzo
Pietro
Pinaccio/ Pino
Pippo
Piramo
Poggino
Poggio
Polito
Poltrone
Poluccia
Porcello
Prelatus
Prete
Priano
Priore
Prospero
Puccino/ Puccio
Raffaello
Raffiano
Rambaldo
Ramondo
Raynucio
Recco
Riccalbano
Riccardo/ Ricco/ Riccoldo/ Riccuccio
Riccuomo
Ridolfo
Rigi/ Righi
Rinaldo
Rinieri
Rinuccio
Ristoro
Rizardo
Roberto
Rolandino
Romaso
Romigi
Romolo
Rossello/ Rosso
Rota
Ruggieri
Rustico
Rutino
Saladino
Salamone
Salimbene
Salito
Salvadore
Salvestro/ Salvetto-Salvi
Sandro
Santi
Santino
Santore
Saraceno
Scelto
Schiatta
Sclavo
Scolaio
Segna
Semelino
Senso
Seraffo/ Serafino
Setriano
Sicurano
Signorello
Simon/ Simoneto/ Simone
Sinibaldo
Sisto
Smeraldo
Soderino
Sodo
Soldo
Sozzo
Spina
Spinello
Stagio
Stefano
Stoldo
Strozza/ Strozzo
Taccino
Taddeo
Taldo
Talento
Tamerighi
Tano/ Tanuccio
Tarvixio
Tedaldo
Tedesco
Teglia
Tegno
Tellero/ Tello
Tendi
Tendino
Tenghi
Tento
Testa
Thadeo
Tieri
Timo
Tinaccio
Tingo
Tinoro
Toccio
Tolosino
Tomaso/ Thomas/ Tome/ Tommaso/ Tomme
Tone
Toro
Toso
Totto
Triadano
Tribaldo
Tubbia
Tuccio
Tura/ Turco
Turino
Tusco/ Tuscus
Ubaldino
Ubaldo
Uberto/ Ubertino
Ugo/ Ugolino
Uguccione
Ulivieri
Ulivo
Urbano
Vaggio
Vagno
Valore
Valorino
Vangelista
Vanna/ Vanni
Vannozzo/ Vannuccio
Vendramino
Ventura
Venzi
Verdiano
Verso
Vespasiano
Vettorio
Vico
Victor
Vieri
Vincenzo
Vincilago
Vitaliano
Vito/ Vitti
Vivaldo/ Viviano
Volta
Zaccheri/ Zaccheria
Zanobi
Zelone
Zilio
Zonta
Italian Surnames
ab Aqua
Adoldo
Alberti
Alberto
Aliprando
Angelo
Antelini
Antonio
Badoer
Balbi
Barbarigo
Barbaro
Barberigo
Barbo
Barozzi
Baseggio
Basilio
Bedheloto
Bembo
Berberio
Bertaldo
Boccassio
Boccono
Boldù
Bollani
Bon
Bondemiro
Bonifati
Bono
Bragadin
Bredani
Buscharino
Buticularo
Calderario
Cancharello
Caotorta
Cappello
Caravello
Caresini
Caroldo
Carrara
Celsi
Chavalerio
Chodeschino
Cimator
Cocco
Collegario
Contarini
Corner
Correr
d'Armano
d'Artusio
D'Este
da Barleto
da Bologna
da Brabante
da Canal
da Carrara
da Cernia
da Chioggia
da Cimento
da Cola
da Ferrara
da Firenze
da Forli
da Frixaturo
da Lucca
da Milano
da Molin
da Monte
da Mosto
da Munego
da Mutina
da Negroponte
da Padova
da Parma
da Peraga
Da Polenta
da Quaterno
da Raguso
da Riva
da Sabardia
da Segna
da Treviso
da Valaseno
da Vale
da Venzone
Da Verardo
da Verona
da Vicenza
da Vigonovo
da Ziliolo
Dal Sol
Dalioto
dalla Stava
dalle Boccole
Damiani
Dandolo
Darmo
de Buora
de Mezzo
della Cava
Della Scalla
Dente
Desiderato
di Leonardo
Di Pigli
Dolfin
Donà
Doro
Duodo
Emo
Enzignerio
Faber
Falier
Famizi
Fanutio
Felone
Foscari
Francesco
Furlano
Galinarion
Gamba
Gardesano
Garzone
Girardo
Giustinian
Gonzago
Gradenigo
Graffaro
Grassi
Greco
Grissoni
Gritti
Karelo
Loredan
Malipiero
Marano
Marcella
Marcello
Mare
Marino
Marmagna
Memo
Menegi
Michiel
Minorita
Mocenigo
Molin
Moro
Morosini
Mudazzo
Muxe
Nani
Natale
Paolo
Papacizza
Paradiso
Pasqualigo
Paxe
Petri
Pisani
Polani
Premarin
Priuli
Purus
Querini
Rambaldo
Rizo
Rosso
Sanuto
Sartor
Sartore
Scrovegni
Simoneti
Solario
Solsa
Soranzo
Sorto
Sourosin
Spira
Stornado
Stornello
Taiapetra
Tansuro
Tanto
Tartare
Thadei
Tiepolo
Tomado
Torta
Trentavasi
Trevisan
Tuloni, Tulon
Turri
Utino
Venier
Vidal
Zancani
Byzantine Female
Anna
Eirene
Eudokia
Euphrosyne
Helene
Ioanno
Kale
Leonto
Maria
Simonis
Theodora
Thomais
Zoe
Byzantine Male
Alexandros
Alexios
Andreas
Andronikos
Bardas
Basil
Basileios
Christophoros
Demetrios
Georgios
Gregoras
Ioannes
Isaakios
Konstantinos
Leo
Leon
Manuel
Michael
Nikolaos
Nikophoros
Paulus
Pantoleon
Petros
Philippos
Romanos
Stephanos
Theodoulos
Theodoros
Theophylaktos
Thomas
Byzantine Feminine Monastic
Elaiodora
Eugenia
Theodosia
Xene
Byzantine Masculine Monastic
Bartolomaios
Dionysios
Gabriel
Gerasimos
Iakobos
Ionnikios
Isaias
Leontios
Makarios
Meletios
Nikodemos
Niphon
Sabas
Byzantine Surnames
Aboures/ Avouris
Adrianos
Agallon
Akropolites
Angelos
Aoinos
Apokaukos
Aprenos
Arbantenos
Arianites
Argyros
Asanes
Atrapes
Balsamon
Batatzes
Botaneiates
Boumbalis
Bourtzes
Branas
Bryennios
Chandrenos
Choniates
Choumnos
Chrysaphes
Chrysoloras
Dalassenos
Dermokaites
Diasorenos
Dokeianos
Doukas/ Doux
Eirenikos
Exazenos
Gabras
Glabas
Iagaris
Kabakes
Kabasilas
Kalamanos
Kaloethes
Kalothetos
Kamateros
Kantakouzenos
Katrares
Kaukadenos
Komnenos
Kontostephanos
Koresses
Kourtikes/ Kourtikios
Kourkouas
Laskaris
Limpidares
Machoneos
Makrembolites
Malakes
Maliasenos
Mamalis
Mandromenos
Manouelites
Melachrinos
Mourtzouphlos
Mouzakios
Mouzalon
Neokaisareites
Nestongos
Palaiologos
Pantechnes
Paraspondylos
Petraliphas
Petzikopoulos
Philanthropenos
Phokas
Pleustes
Prasomales
Prinkips
Psellos
Radenos
Raoul
Rossatas
Sarantenos
Sebastopoulos
Sgouropoulos
Sgouros
Skleros
Spartenos
Sphrantzes
Strabomytes
Synadenos
Syraneres
Syropoulos
Tagaris
Tarchaneiotes
Tornikes/ Tornikios
Trichas
Tsaphas
Tzamplakon
Tzykandeles
Zarides
Greek Female
Agathyros
Agaue
Aglaia
Aia
Aiaia
Aigialeia
Aigina
Aithra
Aitolia
Akarnaia
Akhaia
Alekto
Alkmene
Alkyone
Althaia
Amaltheia
Amyklai
Anteia
Antikleia
Antioos
Arakhne
Arethousa
Atalante/ Atalanta
Athene/ Athena
Boiotia
Deianeira
Deidamia
Dikte
Dirke
Elektra
Epikaste
Erytheia
Euadne
Euboia
Europe/ Europa
Eurydike
Eurykleia
Galateia
Graiai
Hekabe/ Hecuba
Hekate
Helenos
Hippodameia
Iokaste
Iphigeneia
Iphimedeia
Kallidike
Kalliope
Kallisto
Kalypso
Kassandra
Kasseipeia
Keto
Khalkiope
Kirke
Kleio
Klymene
Klytaimnestra
Komaitho
Kreousa
Kybele
Kythera
Laodameia
Leukippe
Leukothea
Lykia
Makaria
Medeia
Meliai
Moirai
Nausikaa
Oreithyia
Panathenaia
Penthesileia
Phoibe
Prokne
Rheia
Sibylla
Skylla
Stheneboia
Thaleia
Greek Male
Ademtos
Adrastos
Aglauros
Aiakos
Aias
Aietes
Aigeus
Aigimios
Aigis
Aigisthos
Aigyptos
Aineias
Aiolos
Aipytos
Aison
Akamas
Akastos
Akestes
Akheloos
Akheron
Akhilleus
Akis
Akontios
Akrisios
Aktaion
Alexandros
Alkeides
Alkestis
Alkibiades
Alkinoos
Alkmaion
Alkyoneus
Alpheios
Althaimenes
Amphiaraos
Amykos
Anios
Ankaios
Antaios
Antilokhos
Apsyrtos
Areion
Aristaios
Arkas
Askanios
Asklepios
Asopos
Augeias
Autolykos
Bakchos
Briarios
Daidalos
Danaos
Dardanos
Deukalion
Dionysos
Dioskouroi
Ekhemos
Epeios
Epigonoi
Eteokles
Eumaios
Euneos
Glauke
Glaukos
Haides
Haimon
Hekatonkheires
Hektor
Helios
Hippolytos
Hyakinthos
Hyllos
Iakchos
Iason
Ikarios
Ikaros
Inakhos
Iolaos/ Iolaus
Iolkos
Iphikles
Iphiklos
Iphitos
Kadmos
Kaineus
Kalkhas
Kanake
Kapaneus
Kastor
Kelaino
Keleus
Kephalos
Kerkopes
Kerkops
Kerkyon
Keyx
Khairephon
Khariklo
Kheiron
Khronos
Khrysippos
Khthonios
Kithairon
Kodros
Koios
Kolkhis
Kolonos
Koronis
Kreon
Kroios
Kyknos
Kyparissos
Kyszkos
Kytisoros
Labdakos
Laios
Learkhos
Leukippos
Leukothoe
Likymnios
Lykaon
Lykomedes
Lykos
Lykurgos
Lynkeus
Makareus
Makhaon
Melikertes
Menoikeus
Musios
Myrtilos
Neoptolemos
Nessos
Nykteus
Oileus
Oinomoas
Orkhomenos
Orthros
Palaimon
Parthenopaios
Patroklos
Peisistratos
Peneios
Periklymenos
Phaiakes
Philoketes
Phoibos
Plouton
Ploutos
Podaleirios
Poias
Polybos
Priamos
Prokris
Prokrustes
Rhesos
Salmakis
Seilenos
Skeiron
Skhoineus
Tantalos
Telemakhos
Teukros
Thorikos
Thrinakie
Tityos
Troizen
Xanthos
Xouthos
Zethos
Moorish Female
Aicha
Alegria
Anita
Biba
Estrella
Fadma
Fatma
Habiba
Hayat
Ikram
Ladan
Luna
Mercedes
Messody
Molly
Nashiema
Perla
Racquel
Rica
Sanae
Sara
Selua
Simha
Simy
Sol
Zahra
Moorish Male
Aben Amoras
Abrahen
Afadala
Alcaçari
Aldara
Ali
Almançor
Alnayal
Amete/ Amate/ Hamate/ Hamet/ Hamete
Amran
Anbariz
Anquete
Ansa
Archiebald
Azene
Boumediene
Boutlellis
Bulcozin
Cabi
Caçin
Cherki
Cidy/ Cide/ Cidi
Çegri
Çulema
Denni
Elmnouar
Fadma
Habib
Idir
Ishoa
Jamal/ Jimol
Le'on
Messod
Mhmd
Mimoen
Mochluf
Mohammed/ Muhammad/ Maoma/ Mahoma/ Mahomad/ Mahamete/ Mahomed/ Mohamad
Noah
Nordin
Rhali
Tamito
Waffi
Ysaque
Yuça
Yuçafe
Zenete
Zinnediene
Zumini
Arabic Female
Abdah
Abia
Abida
Abir
'Abla
Adara
Adila
Afaf
Afra
Ahlam
A'isha
Ain
Akram
Alima
Alya
Amal
Amani
Amimah
Aminah
Amira
Amna
Ara
Arub
Arwa
Ashraf
Asiya
Asma
Atifeh
Atikah
Awatif
Ayda
Aziza
'Azza
Badr
Bahiga
Bahija
Bahira
Banah
Barika
Basimah
Basma
Biba
Bibi
Bilqis
Budur
Busyna
Buthayna
Cab'ah
Calah
Cantara.
Dahah
Daifa
Dalal
Dalia
Danamir
Dima
Du'a
Duqaq
Ehteram
Elaheh
Elham
Elmira
Emine
Fadia
Fadila
Fadl
Faizah
Fakhirya
Farah
Faridah
Fatimah
Fatin
Fatma
Fayza
Fidda
Fukayna
Fayruz
Fayza
Fidda
Fizza
Ghada
Ghadir
Ghaniyah
Ghaythah
Ghufran
Hababah
Habibah
Hadil
Hadya
Hafsa
Hagir
Haideh
Hajar
Haleh
Halima
Hamideh
Hana
Hiba
Huda
Humai
Husniyah
Ihab
Ihsan
Ilm
Iman
Inam
Inan
Ismat
Isra
Itidal
Jaida
Jalila
Jamal
Jamilah
Jannat
Jasmine
Javairia
Jawahir
Jinan
Juml
Kahena
Kahina
Karam
Karima
Khalida
Khayriyya
Kobra
Kokab
Laila
Lamya
Layla
Leila
Leylah
Lina
Lissa
Lubna
Lujayn
Luluah
Madihah
Maha
Mahasin
Mahlagna
Maiza
Malak
Maliheh
Manal
Manar
Manhalah
Mariyah
Marwa
Maryam
Marzieh
Maysa
Mayy
Mirvat
Monir
Muhsina
Muna
Munira
Munna
Muslimah
Myisha
Nabila
Nada
Nadereh
Nadira
Nadra
Nadya
Nagat
Nagiba
Nagla
Nagwa
Naheed
Nahida
Nahla
Na'ila
Na'ima
Najat
Najiba
Najila
Najwa
Naseem
Nasim
Nathifa
Nawal
Nibal
Nihab
Nihad
Nihal
Ni'mat
Nini
Noura
Nuha
Nu'm
Nuri
Oma
Qabihah
Qabul
Qaribah
Qubilah
Rabab
Rabiah
Radwa
Raful
Raghda
Raja
Rajya
Randa
Ranya
Rashida
Rawiya
Raym
Rayya
Rida
Rim
Ruqayya
Ruqayyah
Rusa
Sabah
Sabra
Sadaf
Saduf
Safa
Safia
Safinaz
Safiyya
Safwah
Saham
Sahar
Sahba
Sajah
Sakan
Salameh
Salha
Saliha
Salwa
Samar
Sameen
Samiha
Samira
Samya
Sana
Sanam
Saniyya
Sara
Sarab
Sehba
Semeeah
Shadya
Shafiqa
Shahira
Shahrazad
Sharifa
Sheba
Shukriyya
Siha
Sisi
Su'ad
Suhad
Sulma
Sumnah
Surayya.
Taghrid
Taherah
Tahiyya
Talayeh
Tannaz
Tarifa
Tarub
Tayyebeh
Thara
Thuhayba
Thurayya
Touba
Ulayyah
Umayma
Umniya
Utbah
Uzma
Wafa
Wahiba
Wahshiyah
Warwar
Widad
Yasmin
Yusra
Yusriyya
Zada
Zahr
Zahrah
Zakiyya
Zara
Zaria
Zaynab
Zebeebah
Zizi
Zubaydah
Zuhayr
Zukha
Zulaikha
Arabic Male
Adel/ Adil
Adnan
Ahmad/Ahmed
Akbar
Akil
Akram
Ala
Ali
Amal
Amin
Amir
Amjad
Amr
Anbar
Arif
As'ad
Asghar
Ashraf
Asim
Aslam
Aswad
Attiah/ Attiyah
Ayman
Ayub
Ayyub
Az'ar
Az'regh
Aziz
Azizudeen
Badda
Badr
Baha
Bahir Bahjat
Bakhtiyar
Bakr/Bakor
Balban
Balj
Baqiyya
Barmak
Basasiri
Bashshar
Basim
Bassam
Beddis
Berkan
Bezz'i
Bouid
Bursuq
Butrus
Dabir
Dali
Da'ud
Dawud
Dekel
Dharr
Diya
Duqaq
Durayd
Ebi
Ebrahim
Ehsan
Emad
Esmaeel
Fadi
Fadil
Fadl
Fahd
Fahim
Faiz,
Fakhr/ Fakhir
Fakhri
Faraj
Farraj
Farid
Faruq
Fathi
Fawzi
Fayiz
Faysal
Fihr
Fikri
Firas,
Firhun
Fu'ad.
Gadi
Ghalib
Ghanai'm
Ghanim
Ghassan
Ghayth
Ghazi
Gildun
Gulussa
Gulzar.
Habib
Hadi
Hadya
Hafiz
Haidar
Hajjaj
Hakeem/ Hakim
Hamdan
Hamet
Hamid
Hamza/ Hamzah
Hani
Hanef/ Hanif
Harith
Haroun/ Harun
Hasan
Hashim
Hasim
Hassan
Hatim
Haytham
Hedayat
H'emmu
Heydar
Hiba
Hibah
Hikmat
Hilal
Hilel
Himmi
Hisham
Hisein/ Hossein/ Hussain
Hotha
Huda
Humam
Husam
Husayn
Husni
Ibrahim
Ifni
Ifser
Iften
Ighlaf
Igider
Igmi
Ihab
Iher
Ihsan
Iken
Ilyas
Imam
Immeghar
Immel
Iraten
Irgen
'Isa
Isfahan
Isli
Issam
Ishaq
Isma'il
Ismat
Isra'il
Itbir
Itri
It'ij
Ixzi
Ja'bar
Jabir/ Jabbar
Jabr
Ja'far
Ja'lal
Ja'mal
Jamil
Javad
Jawdat
Jawhar
Jericho
Jibril
Jinan
Jubair
Jurdik
Kadar
Kadidu
Kadin
Kadir
Ka'im
Kalil
Kamal
Kamil
Karam
Kardal
Karidena
Karif
Karim
Kasib
Kateb
Kenan
Keraja
Khalid
Khalil
Khayrat
Khayri
Khayrat
Khurdadhbih
Kutaiba
Labid
Lahab
Lu'la'a
Lu'lu
Luqman
Madidu
Mahir
Mahbub
Mahmud
Maimun
Majdi
Majduddin
Majid
Majnun
Makram
Malik
Malu
Mamduh
Ma'mun
Manal
Manar
Mansur
Marid
Masgaba
Masmud
Masruq
Massin
Mas'ud
Masudi
Maudad
Maziba
Mazin
Meddar
Mehdi
Mejdan
Mellal
Meq'wran
Mezwar
Mika'il
Mimum
Mojtaba
Mubarak
Muhammad
Muhsin
Muhyiduddin
Mu'in
Mukhtar
Mun'im
Munir
Murshid
Musa
Mus'ad
Musaykah
Mushtaq
Mu'tasim
Muwas
Mutawakkil
Mu'taz/Mu'tazz
Nabil
Nadim
Nadir
Na'il
Na'im
Naji
Najib
Namdar
Nasawi
Nasir
Nasr
Nguna
Nizar
Nuh
Numair
Nur
Omar
Othman
Owais
Oukesson
Qadir
Qamar
Qaraja
Qasim
Qays
Qusay
Qutaiba
Qutuz
Rabi
Ra'd
Radi
Radwan
Rafi
Rafiq
Raghid
Rahim
Rahman
Raisul
Rajab
R'akibum
Ramadan
Rashad
Rashid
Ra'uf
Reza
Rida
Ridwan
Riyad
Rushdi
Ruzbihan
Ruzzik
Sabah
Sabir
Sa'd
Sadaqat
Sadiq
Safwat
Sa'id
Sajid
Sakhr
Salah
Salih
Salama
Salim
Sami
Samir
Sattar
Sayyar
Sayyid
Sbaih
Seghada
Seif
Sekla
Selim
Sha'ban
Shadi
Shafiq
Shahriar
Shakir
Shamit
Sharif
Shukri
Sifal
Sifaks
Soheil
Suggut
Suhayl
Sulaiman
Sulayman
Sunqur
Tabat
Takfren
Tahir
Talal
Talib
Tamir
Tammam
Tarafa
T'ar'iq
Tashfin
Tayyib
Tegama
Tiljad
Todros
Tulun
Tutush
Ubaida
Ugdada
Uksem
Umar
Uqessun
Urz'ig
Usama
Usman
Uthman
Uzmir
Wafid
Wagih
Wahib
Wa'il
Wasim
Wathiq
Watt'as
Wayaasi
Yaghoub
Yahyah
Yanni
Ya'qub
Yasar
Yasin
Yasir
Yazdanyar
Yazid
Yeften
Yeh'lem
Yellel
Yidir
Yildirim
Yousef
Yuba
Yusri
Yusuf
Zafar
Zahir
Zaid
Zaki
Zang
Zayd
Zayn
Z'effun
Zer'wal
Zia
Z'idan
Ziyadatallah
Zubair
Zuhayr
Jewish Female
Beila
Belet
Chana
Doltza
Esther
Guta
Guthela
Madrona
Matrona
Minna
Pultzelina
Rachel
Rivkah
Saris
Scolaster
Shluida
Shoinlin
Shonlin
Tziporah
Yehudis
Yeintil
Jewish Male
Alechsandri
Aharon
Asher
Avraham
Baruch
Binyamin
Chayim
Chelbo
Chiyya
Chizkiyah
Chizkiyahu
Daniel
David
Efrayim
Elazar
Eliezar
Elyakim
Gedalyah
Gershom
Hillel
Kalonymos
Komlin
Levi
Machir
Meir
Menachem
Meshulam
Mordechai
Moshe
Na'aman
Nasan
Natronai
Nechemiah
Nesanel
Peter
Reuven
Shabsai
Shem Tov
Shemaryah
Shemaryahu
Shimon
Shimshon
Shlomo
Shmuel
Shneiur
Simchah
Sulam
Tamar
Uri
Yaakov
Yakar
Yechiel
Yehoshua
Yehudah
Yekusiel
Yelivah
Yitzchak
Yoel
Yom Tov
Yosef
Zelekman
Zuiskind
Spanish Female
Agueda
Aldonça
Ana
Andrea
Angel/ Angela
Antona/ Antonia
Barbola
Beatriz/ Beatris
Blanca
Castellana
Catalina
Clara
Constanza/ Constança/ Costança/ Costanza
Cristina
Crus
Damiana
Elena
Elvira/ Elvyra
Engraçia
Felipa
Floriana
Francisca/ Françisca/ Françisquita
Geronima
Graçia
Gregoria
Guiomar/ Guyomar
Jerónima
Juana/ Juanica
Juliana
Leonor
Lucia/ Luisa/ Luzia
Madelena/ Magdelena
Manuela
Margarida/ Margarita
Mari
Maria/ María
Mariana/ Marina
Mayor
Melchora
Mencia/ Mençia/ Mencía
Olall/ Olalla
Pascuala
Quiteria
Sancha
Serena
Susana
Teresa/ Theresa
Ursula
Violante
Ynes/ Ines/ Ynés/ Inés
Ysabel/ Isabel/ Isabelica
Spanish Male
Agustin
Alonso
Alvaro
Andrés
Antonio
Antón
Baltasar
Barros
Bartolomé
Bastía
Bautista
Benito
Bernardino
Blas
Cambranes
Carlos
Chico
Cosme
Cristóbal
Diego
Domingo
Esteban
Eyague
Felipe
Francisco
Frutos
Gabriel
Garci
Gaspar
Gines
Giraldo
Gonzalo
Gregorio
Guillen
Hector
Hernando
Hernán
Jaime
Jaén
Jerónimo
Jorge
Jose
Juan
Jusepe
Lope
Lorenzo
Lucas
Luis
Manuel
Marcos
Martín
Mateo
Matias
Melchor
Mergildo
Miguel
Mosen
Nicolas
Pablo
Pascual
Pedro
Rodrigo
Salvador
Sancho
Santiago
Sebastian
Simón
Tomas
Tomé
Truylos
Spanish Surnames
Abril
Aguado
Alcaçar
Alcon
Almayda
Aragones
Ayere
Badelas
Bajas
Balboa
Bamonte
Banbela
Banegas
Barbero
Barril
Baylín
Bertino Sans
Bogado
Bota
Brasa
Bretanzos
Briçianos
Brusa
Bárba
Cabrero
Cacho
Calabaças
Calahorra
Calante
Calderon
Caminante
Cano
Cardoso
Carperon
Carral
Carrasco
Carreño
Carrillo
Cascon
Casteles
Castellano
Castellon
Catala
Catarribera
Cavallero
Cañero
Cenisçeros
Chacon
Chanta
Cherino
Cintero
Cocon
Cola
Coll
Collaço
Colmenares
Colon
Comete
Conchada
Correa
Corredor
Cortes
Corvacho
Cotado
Covarrubias
Cuello
Çafra
Çahera
Çapata
Çatico
Çenturion
Çeron
Çorrilla
Dey
Donant
Donayre
Duran
Escalante
Escalera
Fajardo
Ferrer
Florentin
Flores
Fogaça
Fonte Poutein
Fontesar
Forentin
Gajardo
Galas
Galiano
Galvan
Galves
Garavito
Garnica
Garrido
Gaytan
Girao
Girán
Gramaja
Grand
Guerrero
Guerrey
Herrero
Hortolano
Hurtado
Justeniano
Lascaris
Loriguero
Lusicori
Maderuelo
Madraso
Mafaraxas
Maldonado
Malon
Marañon
Marques
Marroqui
Martil
Mata
Mato
Maça
Mexica
Mexía
Mirones
Mondexar
Mondragon
Mora
Moya
Natalez
Navaroo
Oleylas
Oller
Onte
Ordas
Ordoñes
Orejón
Orenes
Ortelano
Osorio
Ospital
Ozalla
Pacheco
Palafox
Palomino
Pardo
Patudo
Patyño
Pedrosa
Pellicer
Pereyra
Pimentel
Pina
Pinedo
Pinto
Piquier
Porras
Preto
Quadrado
Quexada
Quicedo
Rache
Rachen
Ram
Rancha
Raso
Raçoso
Rejón
Roche
Roman
Romano
Romero
Rosa
Rosil
Salazar
Sandin
Sandino
Santos
Saravia
Sariñena
Sarmiento
Sarria
Serra
Serrano
Sesto
Seve
Situ
Soler
Sorje
Sosa
Symilor
Tasina
Texen
Texera
Texil
Tinoco
Torrero
Toxenes
Tuñon
Vaca
Vaes
Valdés
Valera
Vanegas
Varela
Vela
Velez
Vello
Venegas
Vera
Vida
Yebera
Ynfante
Persian (Male?)
Ainairya
Ardumanish
Ariyamna
Arses
Arshaka
Arshâma
Artavardiya
Artaxshasa/ Ardaxcashca
Artostes
Arxa/ Arkha
Âsina
Aspacanah
Atamaita/ Mamaita/ Umamaita
Athiyabaushna
Bagabuxsha/ Megabyzus
Bagâbigna
Bardiya/ Gaumâta/ Smerdis
Cincixri
Cisantaxma
Cishpi
Kûru
Dâdarshi
Dârayavahu
Dâtuvahya
Fravarti
Frâda
Gaubaruva/ Gobryas
Haldita
Haxâmanish/ Achaemenes
Imanish
Kambûjiya
Marduniya
Martiya
Nabukudracara/ Nebuchadrezzar
Nabunaita
Nidintu-Bel
Phraotes
Skunxa
Sogdianus
Taxmaspâda
Thuxra
Upadarma
Utana
Uvaxshtra
Vahauka
Vahumisa
Vahyavishdâpaya
Vahyazdâta
Vaumisa
Vindafarnah
Vindarna
Vishtâspa
Vivâna
Vâyaspâra
Xshathrita
Xshayârshan