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* The eponymous [[TabletopGame/TheDarkEye Dark Eyes]] may be powerful clairvoyance artifacts, yet they rarely are present or play any significant role in the official settings.
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I think it's pretty clear that the bluish shading on BEWD is supposed to be just that, and not an indication that the creature isn't supposed to be white. Similarly, the white in the eyes is highlights.


** The Blue-Eyes White Dragon is a blue dragon with white eyes, not a white dragon with blue eyes as the name suggests. It's not even a translation issue, as the card has the English name "Blue-Eyes White Dragon" even in Japan. Some think it should be written as "Blue Eyes-White Dragon", but that sounds rather awkward. Adding to the confusion is the similarly-named Red-Eyes Black Dragon, which ''is'' in fact a black dragon with red eyes, just like the name suggests. Other dragons with similar naming schemes (such as Odd-Eyes Pendulum Dragon) do have indicative names, making Blue-Eyes White Dragon even more bizarre for being the only one to have a NonIndicativeName.
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* ''{{TabletopGame/Warhammer}}'': The von Carstein vampire family are not from any place called Carstein. In fact, there ''is'' no place in the Old World called Carstein, as far as Imperial cartographers know. What happened to Carstein, if it ever existed, and how Vlad von Carstein came by the title (if he didn't invent both it and Carstein itself) is unknown, and quite possibly lost to the mists of time.
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** The Quasi-Elemental Plane of Steam in the 2nd Edition is not a plane of gaseous water caused by boiling. It's a composed of cold, clammy mist and fog, like the type caused by condensation. Although, an in-universe UrbanLegend points to wavefires (boiling water elementals that are found there) suggests that eons ago, the Planes of Fire and Water once shared a border and the ''Para-Elemental'' Plane of Steam was indeed a boiling sea under hot steam.

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** The Quasi-Elemental Plane of Steam in the 2nd Edition is not a plane of gaseous water caused by boiling. It's a composed of cold, clammy mist and fog, like the type caused by condensation. Although, an in-universe UrbanLegend points to wavefires (boiling boiling water elementals called wavefires that are found there) there. The legend suggests that eons ago, the Planes of Fire and Water once shared a border and the ''Para-Elemental'' Plane of Steam was indeed a boiling sea under hot steam.

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* There's a prestige class in one of the ''TabletopGame/DungeonsAndDragons'' settings called Lord of Tides. It has nothing to do with the sea; its main purpose is to locate water in the dry desert setting used, and later summon elementals.

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* ''TabletopGame/DungeonsAndDragons''
**
There's a prestige class in one of the ''TabletopGame/DungeonsAndDragons'' settings called Lord of Tides. It has nothing to do with the sea; its main purpose is to locate water in the dry desert setting used, and later summon elementals.


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** The Quasi-Elemental Plane of Steam in the 2nd Edition is not a plane of gaseous water caused by boiling. It's a composed of cold, clammy mist and fog, like the type caused by condensation. Although, an in-universe UrbanLegend points to wavefires (boiling water elementals that are found there) suggests that eons ago, the Planes of Fire and Water once shared a border and the ''Para-Elemental'' Plane of Steam was indeed a boiling sea under hot steam.
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** The first and only time in the franchise's history that there's a nod to the title is in the novel for the ''Scourge'' expansion, where the false god Karona gathers representatives of the five colors of magic from across the planes in a magic circle reminiscent of the game's logo.

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** The first and only time in the franchise's history that there's a nod to the title is in the novel for the ''Scourge'' expansion, where the false god Karona gathers representatives of the five colors of magic from across the planes in a magic circle reminiscent of the game's logo. Ironically, this was also a ContinuitySnarl moment leading to CanonDiscontinuity.
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** The first and only time in the franchise's history that there's a nod to the title is in the novel for the ''Scourge'' expansion, where the false god Karona gathers representatives of the five colors of magic from across the planes in a magic circle reminiscent of the game's logo.
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Its effect lets you summon a Red-Eyes Black Dragon and it appears to be a hatchling version of that monster.


** Red-Eyes Black Chick is a baby dragon, not a black baby chicken with red eyes. This is a translation issue, as the card's Japanese name is Kokuryū no Hina, which means Black Dragon's Hatchling. It's not even anything to do with the Red-Eyes Black Dragon, making the name doubly non-indicative.

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** Red-Eyes Black Chick is a baby dragon, not a black baby chicken with red eyes. This is a translation issue, as the card's Japanese name is Kokuryū no Hina, which means Black Dragon's Hatchling. It's not even anything to do with the Red-Eyes Black Dragon, making the name doubly non-indicative.
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Gradius Gaiden is just one game from LATE in the series.


* In the ''TabletopGame/YuGiOh'' game, the [[http://yugioh.wikia.com/wiki/Gradius Gradius]] card, the first card in a ''very'' long line of monsters based on spaceships and enemies from Konami's ''VideoGame/GradiusGaiden'' series, is a misnomer; the space fighter on the card is actually the Victory Viper ("Gradius" is the name of the planet the craft defends). Although, they do have another more appropriately named card [[http://yugioh.wikia.com/wiki/Victory_Viper_XX03 depicting the Vic Viper.]]

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* In the ''TabletopGame/YuGiOh'' game, the [[http://yugioh.wikia.com/wiki/Gradius Gradius]] card, the first card in a ''very'' long line of monsters based on spaceships and enemies from Konami's ''VideoGame/GradiusGaiden'' ''VideoGame/{{Gradius}}' series, is a misnomer; the space fighter on the card is actually the Victory Viper ("Gradius" is the name of the planet the craft defends). Although, they do have another more appropriately named card [[http://yugioh.wikia.com/wiki/Victory_Viper_XX03 depicting the Vic Viper.]]
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** Something that started in original ''TabletopGame/DungeonsAndDragons'' and continued into ''TabletopGame/{{Pathfinder}}'', Hobgoblins. The word "Hob" in English pertains to a shelf or bench for setting utensils down next to a hearth; "Hobgoblin" therefore, was traditionally an impish goblin, while true Goblins were human-sized. Since Pathfinder descends from D&D, which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.

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** Something that started in original ''TabletopGame/DungeonsAndDragons'' and continued into ''TabletopGame/{{Pathfinder}}'', Hobgoblins. The word "Hob" in English pertains to a shelf or bench for setting utensils down next to a hearth; "Hobgoblin" therefore, was traditionally an impish a tiny household goblin, while true Goblins were human-sized. Since Pathfinder descends from D&D, which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
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** Something that started in original ''TabletopGame/DungeonsAndDragons'' and continued into ''TabletopGame/{{Pathfinder}}'', Hobgoblins. The word "Hob" in English pertains to impish creatures; "Hobgoblin" therefore, was traditionally an impish goblin, while true Goblins were human-sized. Since Pathfinder descends from D&D, which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.

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** Something that started in original ''TabletopGame/DungeonsAndDragons'' and continued into ''TabletopGame/{{Pathfinder}}'', Hobgoblins. The word "Hob" in English pertains to impish creatures; a shelf or bench for setting utensils down next to a hearth; "Hobgoblin" therefore, was traditionally an impish goblin, while true Goblins were human-sized. Since Pathfinder descends from D&D, which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
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** The very first supplement to the core rules of OD&D was called ''Greyhawk''. It didn't contain a campaign setting, or any information at all about the Greyhawk world.
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** Red-Eyes B. Chick is a baby dragon, not a black baby chicken with red eyes. This is a translation issue, as the card's Japanese name is Kokuryū no Hina, which means Black Dragon's Hatchling. It's not even anything to do with the Red-Eyes Black Dragon, making the name doubly non-indicative.

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** Red-Eyes B. Black Chick is a baby dragon, not a black baby chicken with red eyes. This is a translation issue, as the card's Japanese name is Kokuryū no Hina, which means Black Dragon's Hatchling. It's not even anything to do with the Red-Eyes Black Dragon, making the name doubly non-indicative.
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** Red-Eyes B. Chick is a baby dragon, not a black baby chicken with red eyes. This is a translation issue, as the card's Japanese name is Kokuryū no Hina, which means Black Dragon's Hatchling. It's not even anything to do with the Red-Eyes Black Dragon, making the name doubly non-indicative.
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** The Blue-Eyes White Dragon is a blue dragon with white eyes, not a white dragon with blue eyes as the name suggests. It's not even a translation issue, as the card has the English name "Blue-Eyes White Dragon" even in Japan. Some think it should be written as "Blue Eyes-White Dragon", but that sounds rather awkward. Adding to the confusion is the similarly-named Red-Eyes Black Dragon, which ''is'' in fact a black dragon with red eyes, just like the name suggests. Other dragons with similar naming schemes (such as Odd-Eyes Pendulum Dragon) do have indicative names, making Blue-Eyes White Dragon even more bizarre for being the only one to have a NonIndicativeName.
** Black Magician and Black Magician Girl are not black, they're white, and they don't even wear black - Black Magician wears purple or red, and Black Magician Girl wears blue and pink. The name refers to black magic, which is one of the reasons why they were renamed to Dark Magician and Dark Magician Girl when the series was translated. Black Magician's attack, Black Magic, was also renamed to Dark Magic Attack to keep in line with the renaming.
** The character on the artwork of Buster Rancher (a Spell Card) probably doesn't own a ranch. The name is actually Buster ''Launcher'' and was mistranslated.
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**In 3rd Edition, [[SeriesMascot Dragons]] don't come automatically made and have to be purpose-built by the dungeon masters for the encounter they're devising. As a result, many new dungeon masters, not knowing how to build a balanced encounter with a Dragon, [[ArtifactTitle will simply never include them in their games.]]
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** Something that started in original ''TabletopGame/DungeonsAndDragons'' and continued into ''TabletopGame/{{Pathfinder}}'', Hobgoblins. The word "Hob" in English pertains to impish creatures; "Hobgoblin" therefore, was traditionally an impish goblin, while true Goblins were human-sized. Since Pathfinder descends from D&D, which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
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Added namespaces.


* In a sense, MagicTheGathering. Originally the intent was for the game to be but the first of a series of card games (which would have thus been progressively named.) However, the first game proved so immensely popular that they abandoned the idea, and simply expanded the first one with more cards. Thus the name became effectively an ArtifactTitle, and the "gathering" part doesn't really say anything at all about the game.
* In ''OverTheEdge'', although the city it's set in is called The Edge, the characters are far more often in the Edge than over it.

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* In a sense, MagicTheGathering.TabletopGame/MagicTheGathering. Originally the intent was for the game to be but the first of a series of card games (which would have thus been progressively named.) However, the first game proved so immensely popular that they abandoned the idea, and simply expanded the first one with more cards. Thus the name became effectively an ArtifactTitle, and the "gathering" part doesn't really say anything at all about the game.
* In ''OverTheEdge'', ''TabletopGame/OverTheEdge'', although the city it's set in is called The Edge, the characters are far more often in the Edge than over it.
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* Chinese Checkers game was created in Germany. This NonindicativeName was induced deliberately when it was brought into the United States, as the marketers thought it sounded more exotic that way. Probably for the same or a similar reason, when the traditional English dice game Yacht was mass-marketed, it was given a pseudo-Oriental makeover and renamed {{Yahtzee}} (no connection with [[WebAnimation/ZeroPunctuation this]] Yahtzee).

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* Chinese Checkers game was created in Germany. This NonindicativeName was induced deliberately when it was brought into the United States, as the marketers thought it sounded more exotic that way. Probably for the same or a similar reason, when the traditional English dice game Yacht was mass-marketed, it was given a pseudo-Oriental makeover and renamed {{Yahtzee}} TabletopGame/{{Yahtzee}} (no connection with [[WebAnimation/ZeroPunctuation this]] Yahtzee).Creator/{{Yahtzee}}).
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* There's a prestige class in one of the DungeonsAndDragons settings called Lord of Tides. It has nothing to do with the sea; its main purpose is to locate water in the dry desert setting used, and later summon elementals.

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* There's a prestige class in one of the DungeonsAndDragons ''TabletopGame/DungeonsAndDragons'' settings called Lord of Tides. It has nothing to do with the sea; its main purpose is to locate water in the dry desert setting used, and later summon elementals.
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* In the ''TabletopGame/YuGiOh'' game, the [[http://yugioh.wikia.com/wiki/Gradius Gradius]] card, the first card in a ''very'' long line of monsters based on spaceships and enemies from Konami's ''VideoGame/GradiusGaiden'' series, is a misnomer; the space fighter on the card is actually the Victory Viper ("Gradius" is the name of the planet the craft defends). Although, they do have another more appropriately named card [[http://yugioh.wikia.com/wiki/Victory_Viper_XX03 depicting the Vic Viper.]]
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None

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* In ''OverTheEdge'', although the city it's set in is called The Edge, the characters are far more often in the Edge than over it.

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** ''The Prisoners of Time'' -- You don't see the prisoners in question until the ''very end'' of the adventure, they don't have anything to do with your quest, and until you meet them you don't even know who they are.

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** ''The Prisoners of Time'' -- You don't see the prisoners in question until the ''very end'' very end of the adventure, they don't have anything to do with your quest, and until you meet them you don't even know who they are.


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** ''The Fall of Blood Mountain'' -- The mountain kingdom is still standing at the start of the adventure; its fall is what you're fighting to prevent.
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** ''The Caverns of Kalte'' -- Your mission begins in open wilderness and ends in a fortress; even though it's unavoidable to go through the eponymous caverns at some point, with most paths you won't see much of them.

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** ''The Caverns of Kalte'' -- Your mission begins in open wilderness and ends in a fortress; even though it's unavoidable unless you take one very specific detour (with a 30% chance that you'll miss it entirely), you're going to go through see little, if any, of the eponymous caverns at some point, with most paths you won't see much of them.caverns.
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* In a sense, MagicTheGathering. Originally the intent was for the game to be but the first of a series of card games (which would have thus subsequently be progressively named.) However, the first game proved so immensely popular that they abandoned the idea, and simply expanded the first one with more cards. Thus the name became effectively an ArtifactTitle, and the "gathering" part doesn't really say anything at all about the game.

to:

* In a sense, MagicTheGathering. Originally the intent was for the game to be but the first of a series of card games (which would have thus subsequently be been progressively named.) However, the first game proved so immensely popular that they abandoned the idea, and simply expanded the first one with more cards. Thus the name became effectively an ArtifactTitle, and the "gathering" part doesn't really say anything at all about the game.
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None

Added DiffLines:

* In a sense, MagicTheGathering. Originally the intent was for the game to be but the first of a series of card games (which would have thus subsequently be progressively named.) However, the first game proved so immensely popular that they abandoned the idea, and simply expanded the first one with more cards. Thus the name became effectively an ArtifactTitle, and the "gathering" part doesn't really say anything at all about the game.
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** When 4th edition delved into the realm of psionics with its third Player's Handbook, it gave us among other playable classes the "battlemind". Which sounds a bit odd and perhaps a little bland, but makes perfect sense for something like, say, a telepathic leader figure who uses their gifts to coordinate their allies and predict their enemies' moves -- wait, what? The class is all about front-line fighter types who instead use their psychic abilities to enhance and perhaps even transform primarily their ''bodies'', sometimes even being pointedly too dense to figure out that that ''is'' in fact what they're doing? Never mind, then...
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** ''The Caverns of Kalte'' -- Your mission begins in open wilderness and ends in a fortress; even if you take a very specific path, you won't see much of the eponymous caverns.

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** ''The Caverns of Kalte'' -- Your mission begins in open wilderness and ends in a fortress; even if you take a very specific path, though it's unavoidable to go through the eponymous caverns at some point, with most paths you won't see much of the eponymous caverns.them.

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* Joe Dever was obviously far more concerned about creating an elaborate world and riveting adventures when writing the LoneWolf series than accurate titles. As a result, quite a few of them are at best very loose fits:
** Fire on the Water - This refers to the big naval battle where you wield the legendary Sommerswerd, which occurs at the very end of the adventure and is easily the least dangerous part of it. The great majority of the adventure is your quest to obtain the weapon.
** The Caverns of Kalte - Your mission begins in open wilderness and ends in a fortress; unless you take one very specific branch of one very specific path, you won't see the eponymous caverns at all.
** The Kingdoms of Terror - The wars between the Stornland kingdoms play next to no real part in your quest, and in any case there's nothing particularly terrifying about any of them.
** The Cauldron of Fear - Not only is the Cauldron is a completely nondescript landmark which serves solely to get you to Zaaryx, there's a 50% chance you won't even use that route.
** The Dungeons of Torgar - As with FOTW, the point of nearly the entire adventure is getting to Torgar's dungeons, and you hardly do anything in them.
** The Prisoners of Time - You don't see the prisoners in question until the ''very end'' of the adventure, they don't have anything to do with your quest, and until you meet them you don't even know who they are.
** The Captives of Kaag - Just the one captive! (There are other unfortunates in Kaag, but they're well beyond saving.)
** Dawn of the Dragons - An epic, sprawling journey where you face a grand total of ONE dragon, near (yep) the very end. And of course, if you're successful, there is no "dawn of the dragons" ; they're toast.
** The Curse of Naar - Despite the fact that you're in Naar's domain, not only doesn't he speak to you or attempt to hinder your quest (especailly curious since he does both several times over the course of Grand Master), he doesn't even appear at all!
** The Buccaneers of Shadaki - You face them once in a ''very'' brief encounter near the start of the adventure, after which they have no relevance to anything whatsoever.

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* Joe Dever was obviously far more concerned about creating an elaborate world and riveting adventures when writing the LoneWolf ''Literature/LoneWolf'' series than accurate titles. As a result, quite a few of them are at best very loose fits:
** Fire ''Fire on the Water - Water'' -- This refers to the big naval battle where you wield the legendary Sommerswerd, which occurs at the very end of the adventure and is easily the least dangerous part of it. The great majority of the adventure is your quest to obtain the weapon.
** The ''The Caverns of Kalte - Kalte'' -- Your mission begins in open wilderness and ends in a fortress; unless even if you take one very specific branch of one a very specific path, you won't see much of the eponymous caverns at all.
caverns.
** The ''The Kingdoms of Terror - Terror'' -- The wars between the Stornland kingdoms play next to no real part in your quest, and in any case there's nothing particularly terrifying about any of them.
** The ''The Cauldron of Fear - Fear'' -- Not only is the Cauldron is a completely nondescript landmark which serves solely to get you to Zaaryx, there's a 50% chance you won't even use that route.
** The ''The Dungeons of Torgar - Torgar'' -- As with FOTW, ''[=FotW=]'', the point of nearly the entire adventure is getting to Torgar's dungeons, and you hardly do anything in them.
** The ''The Prisoners of Time - Time'' -- You don't see the prisoners in question until the ''very end'' of the adventure, they don't have anything to do with your quest, and until you meet them you don't even know who they are.
** The ''The Captives of Kaag - Kaag'' -- Just the one captive! (There are other unfortunates in Kaag, but they're well beyond saving.)
** Dawn ''Dawn of the Dragons - Dragons'' -- An epic, sprawling journey where you face a grand total of ONE dragon, near (yep) the very end. And of course, if you're successful, there is no "dawn of the dragons" ; dragons"; they're toast.
** The ''The Curse of Naar - Naar'' -- Despite the fact that you're in Naar's domain, not only doesn't he speak to you or attempt to hinder your quest (especailly (especially curious since he does both several times over the course of Grand Master), he doesn't even appear at all!
** The ''The Buccaneers of Shadaki - Shadaki'' -- You face them once in a ''very'' brief encounter near the start of the adventure, after which they have no relevance to anything whatsoever.whatsoever.
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* There's a prestige class in one of the DungeonsAndDragons settings called Lord of Tides. It has nothing to do with the sea; its main purpose is to locate water in the dry desert setting used, and later summon elementals.
** There's also TurnUndead, which uses an obscure meaning of the word "turn".
* Chinese Checkers game was created in Germany. This NonindicativeName was induced deliberately when it was brought into the United States, as the marketers thought it sounded more exotic that way. Probably for the same or a similar reason, when the traditional English dice game Yacht was mass-marketed, it was given a pseudo-Oriental makeover and renamed {{Yahtzee}} (no connection with [[WebAnimation/ZeroPunctuation this]] Yahtzee).
* Necrons for ''TabletopGame/{{Warhammer 40000}}'' have melee soldiers known as "Flayed Ones". Actually, they are the ones doing the flaying. And wearing their victims' skins.
** Also in the novels, Graham [=McNeil=] Literature/{{Ultramarines}} novel ''Dead Sky, Black Sun'' has the Unfleshed, hulking monstrosities with a lot of flesh in the form of muscle. It's the ''skin'' they lack (no, it wasn't taken by the guys above).
* Joe Dever was obviously far more concerned about creating an elaborate world and riveting adventures when writing the LoneWolf series than accurate titles. As a result, quite a few of them are at best very loose fits:
** Fire on the Water - This refers to the big naval battle where you wield the legendary Sommerswerd, which occurs at the very end of the adventure and is easily the least dangerous part of it. The great majority of the adventure is your quest to obtain the weapon.
** The Caverns of Kalte - Your mission begins in open wilderness and ends in a fortress; unless you take one very specific branch of one very specific path, you won't see the eponymous caverns at all.
** The Kingdoms of Terror - The wars between the Stornland kingdoms play next to no real part in your quest, and in any case there's nothing particularly terrifying about any of them.
** The Cauldron of Fear - Not only is the Cauldron is a completely nondescript landmark which serves solely to get you to Zaaryx, there's a 50% chance you won't even use that route.
** The Dungeons of Torgar - As with FOTW, the point of nearly the entire adventure is getting to Torgar's dungeons, and you hardly do anything in them.
** The Prisoners of Time - You don't see the prisoners in question until the ''very end'' of the adventure, they don't have anything to do with your quest, and until you meet them you don't even know who they are.
** The Captives of Kaag - Just the one captive! (There are other unfortunates in Kaag, but they're well beyond saving.)
** Dawn of the Dragons - An epic, sprawling journey where you face a grand total of ONE dragon, near (yep) the very end. And of course, if you're successful, there is no "dawn of the dragons" ; they're toast.
** The Curse of Naar - Despite the fact that you're in Naar's domain, not only doesn't he speak to you or attempt to hinder your quest (especailly curious since he does both several times over the course of Grand Master), he doesn't even appear at all!
** The Buccaneers of Shadaki - You face them once in a ''very'' brief encounter near the start of the adventure, after which they have no relevance to anything whatsoever.

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