Fantasy World Building: The Complete Naming Guide

Learn how to create consistent, immersive names for your fantasy world. From kingdoms to taverns, master the art of naming places, cultures, and everything in between.

18 min readUpdated December 31, 2024

Introduction

Names are the first thing players and readers encounter in your fantasy world. Before they see your maps or learn your history, they'll hear names like "Ironhold," "the Whisperwood," or "Queen Aelindra of the Shattered Isles." These names immediately establish tone, hint at culture, and begin building the immersion that makes fantasy worlds feel real.

Consistent naming is one of the hallmarks of professional worldbuilding. When every dwarven city sounds dwarven, when elven names follow recognizable patterns, when place names reflect the culture that created them—the world feels alive and coherent. Players start to recognize cultural sounds and make predictions about unfamiliar places based on their names alone.

This guide will teach you how to create naming systems that bring your world to life. We'll cover cultural naming patterns, place naming conventions, character names across cultures, and practical techniques for keeping everything consistent as your world grows. Whether you're building a campaign setting or writing a novel, these principles apply.

Fantasy Name Generator

Generate names for any fantasy setting

Creating Cultural Naming Systems

Every distinct culture in your world should have its own naming "feel." This doesn't mean creating full languages—it means establishing consistent patterns that make names from one culture immediately distinguishable from another.

Think about how different real-world cultures sound. Japanese names often end in vowels and use distinct syllable patterns (Ka-ta-na, Hi-ro-shi-ma). Germanic names favor harder consonants and compound words (Schwarzwald, Eisenach). Arabic names flow with rich vowels and distinct consonant combinations (Al-Rashid, Damascus).

Your fantasy cultures can draw from these real-world patterns, mix them in new ways, or create something entirely original. The key is consistency—once you establish how a culture sounds, stick with it.

Developing Phonetic Rules

For each culture, define these basic phonetic characteristics:

Favored consonants: Which consonants appear frequently? Hard sounds like K, G, and T? Soft sounds like L, N, and S? Unusual sounds like X, Z, or TH? Pick 5-8 consonants that will appear in most names.

Vowel patterns: Are names vowel-heavy or consonant-heavy? Do names often end in vowels? Which vowels dominate—open sounds like A and O, or closed sounds like I and U?

Syllable structure: How long are typical names? One syllable (Krag)? Two syllables (Thorin)? Three or more (Aelindor)? Do names have predictable stress patterns?

Forbidden combinations: What sounds would feel wrong for this culture? A culture based on Japanese phonetics would avoid starting words with certain consonant clusters. Define what doesn't fit.

Desert Culture Example:
Favored consonants: R, S, H, M, N, D
Vowels: Heavy use of A and I, minimal U
Syllables: 2-3 syllables typical, stress on first syllable
Style: Avoid harsh K and G sounds, no consonant clusters at word starts
Examples: Rashin, Samira, Hadren, Mirathis

Real-World Inspiration

Drawing from real-world languages is a time-honored worldbuilding technique. Here are some common pairings and how to use them effectively:

Celtic/Gaelic works beautifully for mysterious, ancient cultures, especially those connected to nature or fey. The flowing sounds and unusual letter combinations (bh, gh, mh) create an otherworldly feel. Good for elves, druids, and ancient human kingdoms.

Norse/Germanic evokes strength, winter, and warrior cultures. Hard consonants and compound words create impactful names. Perfect for northern kingdoms, dwarves, and barbarian tribes. Think Ironforge, Stormheim, Wolfgar.

Arabic/Persian suggests desert regions, scholarship, and exotic trade cities. Rich vowel sounds and distinctive consonant patterns (Q, KH, SH) create immediate atmosphere. Great for desert kingdoms and merchant cultures.

Latin/Greek evokes classical civilization, magic, and learning. These sounds work well for ancient empires, wizard academies, and religious institutions. Names like Arcanum, Thessalor, and Magistrus feel appropriately classical.

Asian influences (Japanese, Chinese, Korean) can inspire names for isolated island cultures, eastern empires, or martial traditions. Be respectful and creative rather than directly copying—create something inspired by rather than imitating.

Cultural Sensitivity

When drawing from real cultures, especially those not your own, be thoughtful. Avoid reducing cultures to stereotypes, mixing incompatible influences randomly, or using sacred/significant real names inappropriately. When in doubt, create something original that's merely inspired by the source.

Naming Places

Place names are perhaps the most important names in your world. They appear on maps, get referenced constantly in conversation, and provide the backdrop for all adventures. Great place names feel natural, suggest something about the place, and are memorable.

Kingdoms and Empires

Kingdom names should sound important and historic. They've often been around for centuries or millennia, and their names reflect that weight. Common approaches include:

Named for founders: Many kingdoms are named after legendary founders. England comes from "Angles"; your kingdom might be "Valoria" from the hero Valor who united the tribes.

Geographic descriptors: Kingdoms named for their land: Northmark, the Sunward Isles, the Ironpeaks Confederation. These names tell you something about location or terrain.

Abstract concepts: Grand kingdoms might have names representing ideals: the Radiant Empire, the Dominion of Order, the Free Confederation.

Historical events: Names referencing founding events: the Reclaimed Lands, the Shattered Kingdom (after a cataclysm), the Union of Three Crowns.

Kingdom Name Generator

Generate majestic kingdom names

Cities and Towns

City and town names are often more practical than kingdom names. They might describe a feature, honor a founder, or reference a historical event. Consider these patterns:

Descriptive compounds: The most common pattern in English-derived fantasy. Combine a descriptor with a place word: Ironford, Whitebridge, Stormhaven, Darkhollow, Riverdale. Simple, memorable, and immediately evocative.

Original settlements: Very old cities might have names that don't translate cleanly—their meaning lost to time. "Thal'rindor" sounds ancient and mysterious without obvious meaning.

Practical names: Smaller towns often have very literal names based on who lived there or what they did: Miller's Crossing, Three Oaks, Shepherd's Rest.

Changed names: Cities might have different names over time. The ancient elven city of Aeth'valor might now be called "Old Stones" by the humans who don't speak elvish.

Geographic Features

Mountains, forests, rivers, and other natural features often have names that predate any nearby settlements. They might be named in older languages, by indigenous peoples, or with simple descriptive terms.

Mountains often have imposing names: the Worldspine, Mount Dread, the Shattered Peaks, the Frozen Fangs. They might be named for shape (the Dragon's Tooth), history (the Broken Crown), or effect (the Stormwall).

Forests often have names suggesting mood or danger: the Whisperwood, Darkhollow Forest, the Tangled Weald, Silverleaf Grove. Ancient forests might have elvish or druidic names.

Rivers are often named for color (the Silverrun), source (Ironpeak River), or use (the Trader's Flow). They might have different names in different languages or regions.

Unusual features get unusual names. A mysterious floating island might be the Wandering Stone. A perpetually stormy bay might be Tempest's Maw. Let strange features inspire strange names.

Taverns and Inns

Tavern names are a beloved worldbuilding tradition. Unlike grand kingdom names, tavern names are often playful, descriptive, and locally meaningful. They're named to attract customers and be memorable after a few drinks.

The classic formula: "The [Adjective] [Noun]" accounts for most fantasy tavern names. The Prancing Pony, The Rusty Dragon, The Gilded Lily. Mix an unexpected adjective with an animal, object, or concept.

Local references: Taverns often reference local landmarks, history, or jokes. "The Broken Bridge" near a collapsed crossing. "The Dead Wyrm" in a town that slew a dragon. "The Empty Purse" in a gambling district.

Owner names: Simple taverns might just be named for their owners: "Greta's Place," "The Ironbeard Inn," "Old Tom's."

Tavern Naming Trick

Combine an adjective that suggests a story with a concrete noun: The Weeping Widow, The Laughing Dragon, The Sleeping Giant. These names make people ask "why?"—perfect for adventure hooks.
Tavern Name Generator

Generate memorable tavern names

Naming People Across Cultures

Personal names should reflect cultural patterns just as strongly as place names. A character's name immediately signals their origin, even before you describe them.

Social class matters: Nobles often have longer, more elaborate names. Peasants might have simple one-word names or be known by occupation ("Miller John"). A commoner rising to nobility might adopt a grander name.

Naming traditions vary: Some cultures use family names, others use patronymics (son of/daughter of), others use single names. Some cultures have naming ceremonies at birth; others earn names through deeds.

Titles and epithets: Important figures accumulate additional names: "the Wise," "Dragonslayer," "of the Broken Tower." These develop over time and can become more important than birth names.

Occupational names: In medieval-inspired settings, surnames often derive from occupations: Smith, Fletcher, Cooper, Thatcher. Your fantasy equivalent might be Spellwright, Runecarver, or Dragonkeeper.

Consistency and Variation

The challenge of worldbuilding is balancing consistency with variety. You want names from the same culture to feel related without being repetitive.

Establish variation within rules: Even with consistent phonetic rules, allow natural variation. Not every dwarven name needs to end in -in. Have 3-4 common patterns that all feel "dwarven."

Regional dialects: Within a large culture, different regions might have naming variations. Northern dwarves might favor one suffix while southern dwarves use another. This adds depth without breaking consistency.

Historical evolution: Names change over time. Ancient place names might have been simplified, translated, or corrupted over centuries. The ancient "Aeth'kendarion" might now be called "Atkend" by common folk.

Foreign names: What do outsiders call your places? The dwarves might call their city "Khazad-dûm," but humans might know it as "The Deep Mines." These alternate names add realism.

Naming Magic and Religion

Magical and religious names often follow different patterns than everyday names. They might use older languages, reference cosmic concepts, or sound deliberately arcane.

Spell names: Spells might be named for their creators (Mordenkainen's Sword), their effects (Fireball, Dimension Door), or in ancient magical languages. Academic wizard traditions might use Latin-style names; primal magic might use descriptive phrases.

Deity names: God names often feel grander than mortal names. They might be single-word concepts (Justice, Storm, Shadow), have multiple names and titles, or use sounds associated with power and mystery.

Magical items: Legendary items deserve legendary names. "The Sword of Thousand Sorrows," "Dawnbreaker," "The Staff of the Archmage." Consider who named them and when.

Spell Name Generator

Generate mystical spell names

Practical Tools and Techniques

Here are practical techniques for managing names as your world grows:

Keep a naming document: Maintain a master document with all your names, organized by culture and type. Include pronunciation guides for complex names. This prevents accidental duplicates and keeps things consistent.

Create naming tables: For each culture, create simple tables of name elements (prefixes, suffixes, root words) that you can combine when you need a new name quickly.

Use generators wisely: Name generators are excellent for inspiration and bulk creation. Generate many names, pick the ones that fit, and modify them to match your specific culture's patterns.

Test with players: If a name is hard for your group to remember or pronounce, it's not working. Be willing to rename places or provide nicknames. "You can call it the Thel" is a valid solution.

Less is more initially: You don't need to name everything in your world immediately. Start with the places and people players will encounter first. Let the rest develop organically as needed.

The Three-Name Rule

For any location players visit, prepare three proper nouns: the place name itself, a person they might meet, and a local landmark or establishment. This gives enough flavor without overwhelming.

Try These Generators

Put these naming tips into practice with our free generators.

Frequently Asked Questions

Create a simple style guide for each culture. Define 2-3 common sounds, typical name lengths, and a few example names. Reference this guide whenever you create new names for that culture. Consistency comes from shared phonetic patterns, not identical names.