Worldbuilding 101: How to Name Kingdoms, Cities, and Taverns
Character names get all the attention, but the names of places define the feel of a world. Here's how to build naming systems that make your setting feel real.
The moment a player asks "what's this city called?" and you say "uh... Citytown," something breaks. Place names are the skeleton of a fantasy world — they define geography, culture, history, and tone. But naming dozens of locations consistently is one of the hardest parts of worldbuilding. This guide covers the principles that make place names work, from kingdoms to taverns.
The Core Principle: Consistency Over Creativity
The most common worldbuilding naming mistake is trying to be creative with every name. The result is a world where the capital city is called "Aerthandril," the nearby fishing village is called "Bob's Landing," the mountain range is called "The Spine of Korrathax," and the local tavern is called "The Prancing Pony" — and none of these names feel like they came from the same place.
Real-world place names follow patterns. English place names end in "-ton," "-wick," "-bury," "-ham," "-ford" because those are Anglo-Saxon words for settlement types. French city names have their own patterns. Japanese place names have theirs. The same logic applies to fantasy worlds: decide what the dominant culture named things, and let that culture's phonetic and semantic patterns drive every location name in its territory.
This means your kingdom shouldn't just have one great name — it should have a naming system that all its cities, towns, rivers, and landmarks follow. When players move through the kingdom, every name should feel like it came from the same linguistic tradition.
How to Name a Kingdom
Kingdom names typically fall into one of four categories: founder names, geographic descriptions, cultural/linguistic names, or mythological references.
Founder names are the simplest: the kingdom is named after its founder or ruling dynasty. Aragorn's realm of Gondor comes from Sindarin roots meaning "land of stone." More literally, a kingdom might simply be called "Valdric's Domain" or "The Realm of Ashkar" early in its history, with the personal name eventually becoming abstract. This approach works well for newer kingdoms still under the shadow of a founding figure.
Geographic descriptors are how most real-world places actually got their names — people named their home after what it looked like. The North. The Iron Coast. The Sunken Vale. Highwatch. These names have immediate texture and tell players something practical about the location. They work especially well for natural features: mountains, plains, seas, and forests rarely need invented names when a descriptive one tells more story.
Cultural/linguistic names use words from the dominant culture's language. If your dwarven kingdom's language descends from a Norse-adjacent tradition, the kingdom name might follow Norse compounding rules: Grimmhold, Stonveld, Harjak. If the culture is more Romance-language-influenced, softer sounds and Latin-adjacent roots work better: Valdoria, Severna, Illyric. The key is picking a pattern and sticking to it.
Mythological references name places after gods, heroes, or events in the setting's history. These work well for significant landmarks — a pass where a famous battle was fought, a forest sacred to a woodland deity, a city built on the ruins of an ancient civilization. They also give you opportunities to drop lore into place names: if the forest is called the Greymantle Wood, players may wonder who the Grey Mantle was.
How to Name Cities and Towns
City names should reflect both the dominant culture of the region and the city's function or history. A port city should probably have a name that references water, ships, trade, or the sea. A city built around a mine should carry that heritage in its name. A holy city should sound significant and ancient.
The most functional approach for dungeon masters is to create a simple suffix system for your region's dominant culture, then use it consistently. For example:
- -haven or -port for coastal or trading settlements
- -ford or -bridge for river crossings that became towns
- -hold or -burg for fortified strongholds
- -vale or -wick for villages in valleys or agricultural areas
- -mark or -stead for borderland settlements
With this system, a DM can improvise city names on the fly that automatically feel consistent: Ashford, Silverhold, Grimwick, Deepmark. None of these required creativity — just the system.
How to Name Taverns
Tavern names deserve their own section because players spend so much time in them, and because tavern naming has its own well-established tradition in both real history and fantasy fiction.
Historical English tavern names follow a consistent formula: a visual image that works as a painted sign, usually combining an animal, a color, a noble, or a common object. The Red Lion. The White Hart. The Crossed Keys. The Green Dragon. The King's Arms. These names work because they're memorable (easy to ask for directions to), distinctive (you can tell them apart), and visual (easy to paint on a sign for a largely illiterate population).
Fantasy taverns follow similar rules with more latitude for the fantastical. The best tavern names combine two evocative elements that create a mental image:
- Animal + adjective: The Leaping Stag, The Blind Basilisk, The Gilded Raven
- Object + descriptor: The Broken Wheel, The Rusty Flagon, The Sleeping Giant
- Person/creature + action: The Laughing Goblin, The Prancing Pony, The Weeping Widow
- Color + noun: The Silver Serpent, The Black Boar, The Golden Shield
The best tavern names also have a story behind them — even if that story is never told. "The One-Eyed Owl" makes you wonder about the owl. "The Last Lantern" implies this is the final stop before something dangerous begins. "The Mended Drum" makes you imagine what happened to the original drum. Names with implied history are more interesting than names that are purely descriptive.
Use our Tavern Name Generator to generate options quickly, then apply this filter: does the name tell a story? Does it create a mental image? Is it memorable enough that players will ask to go back there?
How to Name Dungeons and Wilderness Locations
Dungeons and wilderness locations benefit from names that convey history and atmosphere — these are places where something happened, and the name should hint at it. The Tomb of Horrors. The Sunless Citadel. The Mines of Moria. These names work because they carry weight. They don't just describe a place — they describe a place with a past.
Good dungeon naming strategies include naming after their original builder or purpose (The Vault of King Moradin), naming after a defining feature (The Hall of Whispering Pillars), naming after the event that made them notable (The Massacre at Greywood), or using ominous descriptors that prime players for what they're walking into (The Pale Descent, The Sunken Archive, The Wound in the Hill).
Building Internal Consistency
The real goal of place naming isn't to come up with great individual names — it's to build a system where every name feels like it came from the same world. Here's a practical method:
First, decide on three to five "sounds" that define your world's main cultural region: the dominant vowel sounds, the common suffixes, the typical syllable count. Write these down. Then, before you name anything, run it through this filter: does it match the sounds you defined? If your region uses lots of "ar," "en," and "ol" sounds, a city called "Grixblorg" doesn't fit — no matter how fun it is to say.
Second, name places for the culture that built them, not for your players' benefit. Players encounter a dwarven mine that elves named two thousand years ago? The name should be elvish, not dwarven. A human city built on the ruins of an orc fortress? Maybe the name is a human corruption of the original orcish name. These layered naming histories add depth that players can discover and find satisfying.
Quick Reference: What Makes a Good Place Name
- Fits the phonetic pattern of the dominant culture
- Is easy to pronounce and remember
- Tells you something about the place (function, history, geography)
- Feels distinct from other place names in the same region
- Creates a mental image or implies a story