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Naming. And what it can do for your worldbuilding

There are a bunch of names in your game – and on their own, they could tell a story.
When Silvio meets Aslambek, the leagues of travel loom over the introductions. Even before longships of Helga Rikmarsdottir dock, you could guess their attitude. A sole mention of "Codex Quartus", "Spear of Apepi", or "Sunken Xanthos" is enough to convey their antiquity.
In this post, I highlight a couple of cases in which having a naming system accentuates worldbuilding. There also would be a link by the end to my toponym&naming tables (including Germanic, Slavic, hobbit a.k.a "rural England", and symmetrical [Rosharian] names).

Different people.
If elven "Elora" is distinct enough from orcish "Grunka", you can drop the race tags and still convey the same amount of information. That is the classic use of names in fantasy. "Tomb of Annihilation" goes in a different direction and has its two dwarven guides named Hew Hackinstone and Musharib – one is a foreigner and one is a chultan. By whichever trait the distinction is made – it will draw attention to it.
That means: naming can highlight the important pieces of worldbuilding. In a game of border skirmishes, distinctly named sides will focus attention on the nations as political players. And vise versa, if the story is about a province fighting for its identity, making its names sound similar to the imperial will indicate the long history of assimilation. If class struggle is the focus of your campaign, bash together Antoinette Thérèse Charlotte de Bagatelle and Ada from Pilima.
The big trick to such "highlighting" is contrast and lack thereof. Surface elves vs drow: "Faruk ibn Cemal ibn Abdul" vs "Hasan ibn Farah bint Safie." A tense parley proceeds between a halfling burgomaster and a goblin warlord – but they are Lotho Whitward and Cora Bronzespur. A magocratic state breeds gremlins as servants, giving them names like "Roa," "Kek," and "Chem" – and later, when the party finds a colony of runaways, no one there goes by anything shorter than "Saltaravalam".

Ethnic names a cool – but what about games that take place within a valley or small province?
Well, there's a way to make the names sound distinct for different settlements even within a 6-miles hex. Make one a fishing village, full of Anglers, Gillnets, and Wharfings. Let's say the other one grew from a single farm – so everyone there is an Ebner, Ebnerson, or Barley-Ebner. The third is a hamlet granted to veterans and half of them are from the other side of the kingdom: Adler, Bagby, and Prast. And finish off with a town, that is big enough to have a couple of noble families.
The contrast between settlements would be enough to create that sense of change. If "descriptive" surnames like "Smith" or "Cooper" are a sign of peasantry or ex-serfs, make all the folk in the wilderness named like that – and steadily decrease the ratio when approaching the barony's capitol.
And, of course, heavy ethnic contrast still has a place in frontier territories or actively settled land.

Even more different people.
When a party of Shui the dwarf, Yarognev the firbolg, Lupita the orc, and Saraswati the gnome travel to Feywild – you might want something really different to set apart the Material Plane folk from your Archfey and satyrs.
What you need is phonology that sounds different but is consistent within. If you use European names for the "kingdoms of men", make the dragons Aleut (Tulax, Ichaqun, and Iganaadaasis) or the giants Sumerian (Shagshag, Naram-Sin, and Ekur). Remember about conlangs: Klingon was made to sound alien, so would be a better Abyssal name than K'vort or Ba'ktor?
The other venue is spelling: apostrophes, hyphens, and diacritics really stand out in the text medium, like handouts or the chat of VTT. Brandon Sanderson's "Stormlight Archive" series features symmetrical names: Talenelat, Kelek, Shallash. My personal favorite is compound names: Hagrove, Treerie, Weapond – they sound fey to me, as if being so old that the language warps around the concepts they're conveying.
The third approach is name-concepts, like entish aliases: Hazelspine, Splintersprout, and Treebeard. Tabletop game "Spirit Island" features names "Downpour Drenches the World" and "Shadows Flicker Like Flame." Fantasy novel "Mother of Learning" has its psychic spiders matriarch go by "Spear of Resolve Striking Straight at the Heart of the Matter."

Distance and space
Nicholas, Nikolaus, Nikolai, Mikołaj, Mykola – the list sounds like leagues passing by for me.
We have an intuitive understanding that traveling long enough means that the language will change. If the party just caravans to a neighboring kingdom, it might be "Catherine" vs "Catelyn"; for an intercontinental teleport it needs to be "Tagesse" to "Zhu". Gradual differences could be used as lingual milestones, marking covered distance on a Silk Road or a Mediterranean odyssey.
It also can be used to indicate the scope of the world. A newly met captain casually mentions that sails between Neverwinter to Port Nyanzaru. Town criers monthly spout news of a centaur horde seizing city after city: Kharkiv, Altschloss, Beauvais, and Terrelton – getting closer and closer. When a rift to the Astral Realm is unearthed Geltwig, Mstislava, and Gulhur show up with their adventuring parties.
Or the opposite: to have all names and toponyms be of the same language means to make the world feel small and claustrophobic.

Oramesh, the city of Nipur, spell tablets – you could mark something as ancient without explicitly saying the numbers. Sumerian or Old Testament names suit primordial dragons – and illithids Nefertari and Djehuti are ought to pilot a pyramid-shaped vessel. I don't think there is something innately "old-timey" about those names – more like our brain recognizes the cultures and uses that to put a notch on a timeline.
To indicate that something is not just "ancient," but has a "long history," aim for two or more of these marks. Brunhilda of Austrasia was a Frankish queen in VI century, while Marie de' Medici was a French queen in XVI. Matt Colville's vaslorian god Adun has saints Llewellyn and Anthony – marking the gap between the Age of Gods and the Age of Saints.
Related thing: names tend to change when carried between cultures – which could imply the passing of time if it spread widely. So if a biblical figure was named Yəhôḥānān, nowadays that morphed into John, Johannes, Ivan, and Yahya. Similarly, in Brandon Sanderson's "Stormlight Archive" so much time passed since anyone saw Heralds, that their leader Jezrien is now worshiped under the names of Jezerezeh'Elin, Yaezir, and Yays across the world. Not on the same scope, but hobbits changed "Baranduin" into "Brandywine"; "Kreutznaer" become "Crusoe".
For recent events, the lack of contrast would be more telling: a conquest just happened and there is still an unblurred line between Saxonian peasants and Norman nobles.

Other musings.
  • Elitism and exclusivity of magic: wizards shed their names to adopt new (perhaps warded), in the language of magic – Accererak, Exethant, Quatach-Ichl, etc.
  • The servitude aspect of faith: clerics and paladins lose their names in baptism. Try "sister Ferox" for a Vengence Paladin, "brother Misericors" for a healer, and "revered Verity" for Knowledge domain Cleric.
  • Defiance or detachment: members of a thieves guild go by Knives, Patch, and Houndsnout.
  • If the hierarchy is important, the names for its entities are important: sir - lord - baron - count; practitioner - maester - maester-of-school - archmaester. Older D&D had level titles – those worlds valued power so much, that devised a system that would allow estimate it from introductions: 7th level cleric is a "Bishop", 8th is "Lama" – which hints spells of which levels they could cast.
  • About repeating names. There is a strong argument for keeping NPCs distinct for the players – but, also, how many kids in your school had similar names? I think the way to have both here is to make Sofia Rossi, the fellow adventurer, to go by "Sofia" and Sofia Bianchi, the town mage, go by "Maestro Bianchi."
  • The "Strange attractor" rule when tapping for a cultural context. Viking orcs and Mongol centaurs are meh – but Arabic elves and Maori dwarves are fresh. Really depends on your taste and how much of those pairings you have seen. I personally like the Arabic elves because Islamic Golden Age almost coincided with Middle Ages – so if my stock humans are European, they might as well look up to the elves for mathematical, medical, or magical insights.

Parting links

Resources to mine for names:

Matt Colville had done worldbuilding streams in preparation for his D&D show. There's a lot of them – so it's hard to give a link for name-specific ("Worldbuilding Streams" on MCDM channel; YouTube links aren't allowed on the subreddit). Bit it had tips like searching for historically-congruent names: go on the wiki page for the desired person and then jump on links until you arrive at the name (relatives, contemporaries) that isn't immediately recognizable. It also had a bit about morphing names:
The name "Shear" comes from 世界, (shìjiè), the Chinese word for "world", called such by the original Chinese colonists, and passed along to the subsequent Russian and American colonists, divorced of meaning and shortened.

Naming tables

The tables include Germanic, Slavic, hobbit a.k.a "rural England", and symmetrical [Rosharian] names – along with toponyms. As a bonus, I also add Arabic, Ancient Egypt, Mongolian, and Nahuatl (Aztec) – but they aren't specifically curated, just the stuff I used in my games.
  • "Hobbitish" – Otho, Rorimac, Brea, Tilly – most of those are hobbit names and really wanted something similarly cozy and rural, planning for them to be the default commoners of the setting. Surnames are mostly profession-related and toponyms derive from landscape features (with some Old English forms).
  • Germanic – Droctelm, Odvakar, Brandwig, Frodwina – I was aiming for oldish sound with first names, but toponyms and surnames are mostly German as I wanted for them to follow the same logic as "hobbitish" ones to indicate relatedness (so they needed to be easily translatable).
  • Slavic – Dragomil, Tsvetan, Blazhena, Mstislava – also went for an oldish feel. Use patronyms as surnames (Drogomilovna = daughter of Dragomil), which isn't authentic and is lifted from Icelandnic names. Eastern Slavs use patronyms for middle names though – so it keeps it short, but saves the flavor ("Curse of Strahd" did the same thing inconsistently, "7th Sea" uses it for one of its nations).
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