Mels Big Fantasy Place-Name Reference
Mel’s Big Fantasy Place-Name Reference
So I’ve been doing lots of D&D world-building lately and I’ve kind of been putting together lists of words to help inspire new fantasy place names. I figured I’d share. These are helpful for naming towns, regions, landforms, roads, shops, and they’re also probably useful for coming up with surnames. This is LONG. There’s plenty more under the cut including a huge list of “fantasy sounding” word-parts. Enjoy!
Towns & Kingdoms
town, borough, city, hamlet, parish, township, village, villa, domain
kingdom, empire, nation, country, county, city-state, state, province, dominion
Town Name End Words (English flavored)
-ton, -ston, -caster, -dale, -den, -field, -gate, -glen, -ham, -holm, -hurst, -bar, -boro, -by, -cross, -kirk, -meade, -moore, -ville, -wich, -bee, -burg, -cester, -don, -lea, -mer, -rose, -wall, -worth, -berg, -burgh, -chase, -ly, -lin, -mor, -mere, -pool. -port, -stead, -stow, -strath, -side, -way, -berry, -bury, -chester, -haven, -mar, -mont, -ton, -wick, -meet, -heim, -hold, -hall, -point
Buildings & Places
castle, fort, palace, fortress, garrison, lodge, estate, hold, stronghold, tower, watchtower, palace, spire, citadel, bastion, court, manor, house
altar, chapel, abbey, shrine, temple, monastery, cathedral, sanctum, crypt, catacomb, tomb
orchard, arbor, vineyard, farm, farmstead, shire, garden, ranch
plaza, district, quarter, market, courtyard, inn, stables, tavern, blacksmith, forge, mine, mill, quarry, gallows, apothecary, college, bakery, clothier, library, guild house, bath house, pleasure house, brothel, jail, prison, dungeon, cellar, basement, attic, sewer, cistern
lookout, post, tradepost, camp, outpost, hovel, hideaway, lair, nook, watch, roost, respite, retreat, hostel, holdout, redoubt, perch, refuge, haven, alcove, haunt, knell, enclave, station, caravan, exchange, conclave
port, bridge, ferry, harbor, landing, jetty, wharf, berth, footbridge, dam, beacon, lighthouse, marina, dockyard, shipyard
road, street, way, row, lane, trail, corner, crossing, gate, junction, waygate, end, wall, crossroads, barrier, bulwark, blockade, pavilion, avenue, promenade, alley, fork, route
Time & Direction
North, South, East, West, up, down, side, rise, fall, over, under
Winter, Spring, Summer, Autumn, solstice, equanox, vernal, ever, never
dusk, dawn, dawnrise, morning, night, nightfall, evening, sundown, sunbreak, sunset
lunar, solar, sun, moon, star, eclipse
Geographical Terms
Cave, cavern, cenote, precipice, crevasse, crater, maar, chasm, ravine, trench, rift, pit
Cliff, bluff, crag, scarp, outcrop, stack, tor, falls, run, eyrie, aerie
Hill, mountain, volcano, knoll, hillock, downs, barrow, plateau, mesa, butte, pike, peak, mount, summit, horn, knob, pass, ridge, terrace, gap, point, rise, rim, range, view, vista, canyon, hogback, ledge, stair, descent
Valley, gulch, gully, vale, dale, dell, glen, hollow, grotto, gorge, bottoms, basin, knoll, combe
Meadow, grassland, field, pasture, steppe, veld, sward, lea, mead, fell, moor, moorland, heath, croft, paddock, boondock, prairie, acre, strath, heights, mount, belt
Woodlands, woods, forest, bush, bower, arbor, grove, weald, timberland, thicket, bosk, copse, coppice, underbrush, hinterland, park, jungle, rainforest, wilds, frontier, outskirts
Desert, dunes, playa, arroyo, chaparral, karst, salt flats, salt pan, oasis, spring, seep, tar pit, hot springs, fissure, steam vent, geyser, waste, wasteland, badland, brushland, dustbowl, scrubland
Ocean, sea, lake, pond, spring, tarn, mere, sluice, pool, coast, gulf, bay
Lagoon, cay, key, reef, atoll, shoal, tideland, tide flat, swale, cove, sandspit, strand, beach
Snowdrift, snowbank, permafrost, floe, hoar, rime, tundra, fjord, glacier, iceberg
River, stream, creek, brook, tributary, watersmeet, headwater, ford, levee, delta, estuary, firth, strait, narrows, channel, eddy, inlet, rapids, mouth, falls
Wetland, marsh, bog, fen, moor, bayou, glade, swamp, banks, span, wash, march, shallows, mire, morass, quag, quagmire, everglade, slough, lowland, sump, reach
Island, isle, peninsula, isthmus, bight, headland, promontory, cape, pointe, cape
More under the cut including: Color words, Animal/Monster related words, Rocks/Metals/Gems list, Foliage, People groups/types, Weather/Environment/ Elemental words, Man-made Items, Body Parts, Mechanical sounding words, a huge list of both pleasant and unpleasant Atmospheric Descriptors, and a huge list of Fantasy Word-parts.
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More Posts from Thatwrensblog
I hate being on tunglr you people all have brain worms and some of you won't even acknowledge it
Fantasy Guide to Noble Titles & What they Mean

So I get a lot of questions about what nobles actually do or how much they own or why a certain title is higher than another. Understanding the complexities of nobility and their hierarchy can be a bit of a head twister but hopefully this will help you out. Just for the moment we will be focusing on European Titles because I can't fit all the titles into one post. Forgive my shitty doodles. The diagrams mark out where the particular noble would rule.
Archduke/Archduchess

These titles have two meanings. In the latter half of the Austrian Empire, it was used to denote senior members of the Royal family such as children and siblings. It is also a non Royal title given to someone who rules an archduchy, a large portion of land with in the kingdom. They are in charge of the archduchy, ensuring it runs smoothly. They are referred to as Your Grace.
Grand Duke/Grand Duchess

The Grand Duke is probably the trickiest of all these titles as there is a dual meaning. A Grand Duke can rule a state as a sovereign like in Luxembourg or they can rule a Grand Duchy (a large portion of land within a kingdom) like the Grand Dukes of Russia. The Grand Duke was below the Archduke and their lands may be smaller. They are in charge of ruling their Grand Duchy, upholding the monarch's laws in their name. They are referred to as Your Grace.
Duke/Duchess

The Duke is the highest rank in most European nations. The Duke rules a large portion of the kingdom- called a Duchy- which you can think of as a county/state. The Duchies are often awarded by the monarch to their children who are not the heir. The Duke is charge with running that portion of land by order of the monarch, handling the over all business of that piece of the Kingdom. Dukes are referred to as Your Grace. There was only one Duke per Duchy.
Marquess/Marchioness

A Marquess is the next rung down from Dukes. The Marquess is in charge of a portion of land within a Duchy which is called a Marsh which lays near a border. The Marquess is solely responsible for the running of that portion of land. The Marquess is called The Most Honourable (Insert name), the Marquess of XYZ. There could be multiple marquesses in a Duchy if it was near a large border.
Earl/Count/Countess/Compte/Comptesse

An Earl/Count Rules over an Earldom, which is a section of a Duchy but it has less importance than a Marsh ruled by the Marquess. The Earl/Count is the third highest ranking within the Duchy. Often it was the subsidiary title of the heir of the Dukedom, so the eldest son/daughter of the Duke would be the Earl. The Earl/Count of X is addressed as Lord X for example, the Earl of Grantham, is called Lord Grantham. There could be multiple Earls/counts per Duchy.
Viscount/Viscountess/Viscompte/Viscomptess

Viscounts are the Earl/Count's second in command, ruling a portion of land with the Earldom. They handled the judiciary matters of their lands and their barons. Viscounts were addressed as the Right Honourable (insert name) Viscount of XY. Viscounts can also be used as a subsidiary title for the son of a Earl. When Thomas Boleyn was made Earl of Wiltshire, his son George was made Viscount Rochford. There might be multiple Viscounts in a Duchy.
Baron/Baroness

The Baron is the lowest of ranks in the nobility pyramid. Before the mid-medieval period, almost all nobles were labelled as Barons. They ruled over a portion of the land under the Duke, the Earl and Viscount. There were always a huge force of barons with in the Duchy. They handled the minor local disputes of their lands, collecting taxes and monies owed. If they faced a larger issue or crime, they would pass it up to the next ranking noble the Viscount and then it could travel all the way up to the Duke. The Baron of Townville were referred to as as Lord Townville.
Knockdown Effects
In 5e both as a player and a DM, I’ve noticed there is a big sweetspot in difficulty between ‘this encounter can knock someone out’ and ‘killing PCs outright’.
This is where encounters feel like a knife fight where you *could* die, but it’s not certain one way or the other. It’s very difficult to get this though because you end up in situations where you will get knocked down but then heal (and the encounter turns into a game of whack-a-mole) OR you get knocked down by a creature with a multi attack and suddenly it’s a coinflip if that character is going to die.
My solution to this is implementing a house rule I call Knock Down Effects. This is a small table that you roll on when you get knocked down to determine what negative effect you get from being knocked unconscious.
Currently that looks like this:
1. Leg - your speed is reduced to 15 2. Arm - your arm is wounded and you cannot use your offhand 3. Stomach - you are winded and cannot take any actions other than movement for 1 turn 4. Head - there is a ringing in your ears and you are deafened for 1 minute 5. Chest - you are bleeding and take 1d4 damage while conscious whenever you start your turn 6. No harmful effect when getting back up
All of these effects are cleared if you heal to full health or receive magical healing that normally removes debuffs.
While I am still experimenting with this and other effects, so far I have found that getting an extra debuff makes getting knocked down feel more punishing, even if there isn’t a huge immediate risk of death.
Worldbuilding: Religions

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Key Aspects
Deity/Pantheon: Your religion does not need to necessarily have a deity, and it can even have an entire pantheon. I would venture that while a trained priest might perhaps specialize in one deity, a religion can have many.
Dogma: What are the principles and teachings of your religion? What does the deity implore of their worshippers? What is and isn’t allowed? What are the ethics of the religion? Why must we follow these principles?
Symbols: As important as the religion’s dogma are its symbols. How is your religion recognized on flags, tabards, armor, weapons, artwork, and holy symbols? Does your religion have a holy color or color scheme that they could use for their priestly robes?
Temples: Where are the religion’s places of worship? They could be secluded and secret or in/near cities. What do they look like? Are they merely household shrines or grand cathedrals? Do they have any distinguishing features?
Religious Practices
Rites and Rituals: What sorts of special ceremonies do the clerics of your religion practice? Are there any special material components that have meaning for the religion, deity, and ceremony? How long do ceremonies take and what is supposed to come from them? Rituals always serve a purpose, even if that purpose is merely affirming your faith. Rituals are useful as story elements as well as for players to perform.
Affirming Faith: telling your god you’re there and in prayer. It can be as simple as a daily prayer or weekly ceremony or more in-depth like a monthly or yearly ritual.
Proving Devotion: proving your faith to your god, usually meant for those who might be in doubt or who have wavered.
Initiation: rituals for new members to the religion.
Induction: rituals for new clergy members or clergy moving up in hierarchy.
Satiation: your deity demands sacrifice of something valuable to you or to it.
Boon/Blessing: the ritual seeks something of your deity, perhaps a bountiful harvest or victory in battle.
Magic: a ritual might be held to cast certain spells or perhaps to increase the power or scope of a spell. These can also be used in creation of magic items.
Healing: rituals for performing healing magic.
Funerals: ceremonies for the dead.
Marriage: ceremonies for binding individuals together spiritually
Holy Days: Often rituals can coincide with special days or times of the year. Holy days can be predicted and often signify important seasonal or historic events. Harvest, springtime, solstice, and equinox holy days are common, as are those commemorating the deaths of martyrs or important dates in the religion’s history.
Myths/Legends: Are there any stories or parables that your religion teaches? What stories of the gods do they tell? Do they have any specific myths relating to things like the creation of the world, the creation of elements, the invention of everyday things, or perhaps the invention of morality?
Prayers/Sayings: To help you roleplay priests of this religion, you can come up with some common greetings, farewells, and blessings that might be associated with the religion. “Pelor shines upon you” and whatnot.
People
Titles/Hierarchy: What are the ranks of the clergy and do they have any special titles? Are there any notable NPCs in the religion’s hierarchy? For instance, those that worship Mammon, the archdevil of greed are often called Covetors.
Clergy: Do the clergy perform any services for the rest of the population? Usually this involves healing or holding ceremonies, but they could have a broader scope in a theocracy or a narrower scope if secluded or unpopular. What do the clergy look like and wear? Do they favor certain classes other than clerics?
Worshippers: What sort of people are drawn to the religion? Are there certain races, classes, or kingdoms that worship them? What convinces them to follow the religion’s dogma? Is it out of fear, necessity, protection, comfort, or prosperity?
Relations: Does this religion have allies or enemies? These could either be allied or rival churches, deities, or religions. Furthermore, certain kingdoms or people could ally with or oppose the religion. Think of how each faction and religion in your world sees this religion.
Culture
Art: How does your religion express itself? Define your religion’s art, architecture, fashion, and songs and how they compare to other religions and cultures.
Relics: What sorts of holy relics belong to your religion? These can be body parts or objects belonging to important martyrs or high priests or heroes that champion the religion. These might be kept in temples or may have been lost to time. Perhaps some are magic items being used by chosen (or unscrupulous) adventurers.
Fantastic Flora/Fauna for D&D
D&D games don’t have nearly enough mundane fantasy creatures. Everything needs to either be useful or dangerous for people to care about it! To remedy this, I’ve created a bunch of fantasy creatures and plants that sprinkle into your campaign to create amazing and slightly alien environments.
These are inspired by settings like Pandora in Avatar, or the world of the Dark Crystal, where everything seems to teem with movement and sound and luminescence. Most of these creatures and plants are almost entirely harmless but can make a setting unique by inserting just one or two into your world.
Feel free to steal these or let them inspire you to create your own wacky or weird minor plants and animals.
Fantasy Fauna
Balloonfrogs: These frogs inflate pouches in their bodies with air, making themselves rather buoyant. They then leap from trees and spread their large webbed legs and toes to glide through the air. They usually come in bright colors to look like other poisonous frogs, but are actually harmless. Their ability to quickly escape danger is their primary means of avoiding predation.
Cave Barnacle: Cave barnacles can be found in neglected dungeons filled with moisture. They resemble regular barnacles in most ways; clinging to walls and ceilings protected with a hard shell 1-2 inches in diameter. This shell is wider than it is tall and spirals inward towards a central node covered in a hard membrane. The barnacles feed on many things that are considered poisonous or toxic to other creatures. When such a substance floats nearby, they open up their central node and unfurl a frilled fan that twitches in the air to gather the nutrients. Wary adventurers know when cave barnacles are waving their fan it means something dangerous could be in the air. The barnacle’s fan is rather beautiful and comes in bright colors often not visible in the darkness of its home. Some varieties of cave barnacle have a glowing fan.
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