Kingdom and Realm Name Generator

Names for kingdoms, empires and territories, in the two forms that actually work: an invented proper noun that sounds ancient, or a plain description of the land. Most good fantasy maps use both.

An invented proper noun built from a root and an ending, as in Eldoria.

More options

Set the longest name to 0 for no limit. "Starts with" ignores a leading "The".

The three constructions

Eight of each, generated when this page was built using the same engine the tool runs on.

  • Invented word Vornen · Erynath · Myrrath · Myrrost · Jarnis · Gormeth · Kaeror · Jarnael
  • Descriptive The Onyx Fells · The Silent Marches · The Shrouded Span · The Verdant Hinterland · The Burning Weald · The Wandering Coast · The Emerald Verge · The Forgotten Spires
  • Compound Frostholm · Oldgard · Westfold · Southwatch · Ironhelm · Frostvale · Oldwatch · Lowgard

The two ways a realm gets named

Every convincing fantasy map uses both, and the difference between them is not decorative. It encodes who is doing the naming.

The invented proper noun

Eldoria. Vaskaria. Thalheim. These are what a place calls itself. They do not mean anything in English, which is exactly the point: a real country’s name is usually opaque to outsiders because it comes from a language they do not speak, or from one so old that even the natives have forgotten what it meant.

Invented names carry age. A reader assumes a name they cannot parse has been there longer than one they can, and that assumption does a lot of work for free.

The definite description

The Sundered Reach. The Iron Marches. The Drowned Coast. These are what outsiders call a place, or what its people call it after something happened. They are transparent by design, and they carry information an invented name cannot: something sundered the Reach, and the reader now wants to know what.

Descriptive names are also the only ones that can change. A realm can become The Drowned Coast within living memory. It cannot become Eldoria.

Use both

Tolkien did, and it is worth looking at how. Gondor and Rohan are opaque proper nouns belonging to their own peoples. The Westfold, the Dead Marshes and the Shire are plain English descriptions. The mix implies a world where several languages are in use and one of them happens to be the one the book is written in — which is the actual conceit, stated without ever explaining it.

What makes an invented name sound old

This is mostly mechanics, and the mechanics are learnable.

The ending does most of the work. Readers have absorbed real language families without studying them. The ending -ia reads as Latin and therefore imperial and classical. The endings -heim, -gard and -holm read as Norse and therefore northern and cold. The endings -wyn, -eth and -ael read as Welsh or Old English and therefore ancient and western. You can pick the flavour of a realm by choosing its last three letters.

Length is a constraint, not a variable. Two or three syllables is the range that reads as a country. One syllable reads as a town — Var, Lorn, Sarn are perfectly good place names but small ones. Four or more starts reading as an incantation, and five is a joke.

The consonants set the temperature. Hard stops and clusters — Vask, Gorm, Iskar — read as harsh, militarised, northern. Liquids and open vowels — Auren, Lorien, Myrra — read as gentle, old, fading. This is not universal linguistic truth, but it is a consistent convention in English-language fantasy and readers arrive already fluent in it.

Say it aloud. Any name you stumble over is a name your readers will skip, and a name your players will abbreviate into something you did not choose.

The apostrophe problem

A note on the most common failure in fantasy naming, which this tool deliberately does not commit.

Apostrophes scattered through invented names — Kal’thas, Dro’vin — are a costume rather than a construction. In real languages the mark means something specific: a glottal stop, an omitted sound, a boundary between morphemes. Dropped in for texture, it signals to a reader that the name was decorated rather than built.

It is also a practical liability. Apostrophised names are harder to type, harder to search for, harder to say, and they break in software in ways that ordinary letters do not. If your world will ever have a wiki, its place names should survive a URL.

The same applies to accents and unusual characters. Use them if your invented language has a rule that requires them and you can state the rule. Otherwise they cost more than they deliver.

Keeping a whole map consistent

Individual names matter far less than the relationships between them. A reader will forgive a mediocre name that fits its neighbours and will be bothered by a brilliant one that does not.

  • Give each people a sound. Generate a large batch, sort it by how the names sound, and assign each group to a region. A reader who meets a new name will place it correctly without being told, which is the effect you are after.
  • Reuse roots across a family. If two realms were once one, let their names share a syllable. Ostar and Ostmark do a century of political history in eight letters.
  • Let the descriptive names cluster too. The Iron Marches and The Ashen Reach sitting next to each other implies a border region with a grim reputation.
  • Name fewer things. Five or six proper nouns of this weight is about what a reader can hold. Everything else can be a description until it earns a name.

What people use this for

Tabletop campaigns

A realm name is usually the first proper noun a table hears, and it sets expectations for everything after it. Pick it before the first session and let the rest of the naming follow from it: if the kingdom is Vaskaria, its towns should not be Willowbrook.

Novels and series

The realm name often ends up in the blurb, sometimes in the title, and always in every review. Test it by writing a sentence of jacket copy with the name in it. If the sentence reads awkwardly, the name will be a small drag on the whole book.

Games

Name length is a real constraint here in a way it is not in prose. A realm name has to fit a map label, a loading screen and possibly a mobile interface. The length limit in the options panel exists for this.

Worldbuilding for its own sake

Generate a hundred, keep six, and write one sentence of history for each. The names you keep will be the ones that suggested something, and that suggestion is the seed of the setting.

Before you commit a name

These are generated from ordinary components and we claim nothing over them. But a name that sounds distinctive to you may already be a registered trade mark, a well-known fictional place, or a real town in a country you have not thought about.

Search the exact name before it becomes the title of a book, a game or a product. The descriptive names need this more than the invented ones: The Iron Marches feels specific and is not, while Wynmarael is unlikely to collide with anything.

Related tools

The Town Name Generator fills the realm with settlements, the Tavern Name Generator names the inns in them, and the Ship Name Generator handles the fleet. For the people, the Fantasy Name Generator builds names from a sound system per culture, which pairs naturally with giving each realm its own sound. Running the realm as a role-play game server? The Minecraft Server Name Generator names the server and writes its welcome message.

Common questions

What makes an invented name sound ancient?

Mostly endings, and the fact that the name does not mean anything in English. Endings like -ia, -ar, -eth, -wyn and -and read as old because they come from real language families a reader has half-absorbed: -ia from Latin, -heim and -gard from Norse, -wyn and -eth from Welsh and Old English. Two or three syllables is the sweet spot. Beyond four the name starts reading as a spell rather than a country.

Should a realm name be invented or descriptive?

Use both, in the same world. Tolkien did: Gondor and Rohan alongside the Westfold and the Dead Marshes. Invented names read as older and as belonging to the people who live there; descriptive names read as what outsiders call the place. A map with only invented names feels weightless, and a map with only descriptive ones feels like a translation.

Why avoid apostrophes in fantasy names?

Because they almost never mean anything, and readers can tell. In real languages an apostrophe marks something specific — a glottal stop, an omitted sound — so dropping one into a name to make it look exotic is a costume rather than a construction. It also makes the name harder to type, search for and say aloud, which matters if people will be discussing your world.

How many realm names does a world need?

Fewer than you think. A reader can hold perhaps five or six proper nouns of this weight before they blur, so name the powers that matter and leave the rest as descriptions — the northern kingdoms, the free cities. That also gives you room to promote a description to a proper name later if that region turns out to matter.

How do I keep names consistent across one world?

Decide what sounds belong to which people and stick to it. If one realm’s names are full of hard consonants and another’s are liquid and vowel-heavy, a reader will attribute a new name to the right culture without being told. The quickest method is to generate a large batch, sort them by how they sound, and assign each group to a region. Consistency within a group matters far more than any individual name.

Can I use these names commercially?

Yes. They are generated from ordinary components and we make no claim over them. That said, an invented name that sounds good may already be in use as a trade mark or a well-known fictional place, so search it before it becomes the title of something. The descriptive names in particular tend to be less distinctive than they feel.