Realm Names

Guild, company and relic names

Four generators for the groups that hire, hunt or hinder a party and for the treasures they fight over. Each has its own vocabulary: crafts and emblems for guilds, units and beasts for companies, forces and blades for weapons, subjects and book words for tomes.

How to name factions and treasures

A faction name tells players what a group thinks of itself. A guild that calls itself worshipful and chartered wants to be seen as respectable, a company named after a scavenging bird does not care. Decide what the group wants strangers to believe, then pick the mood that says it. The gap between the name and the truth is a ready-made plot.

Groups need a short form. Nobody at a table says a seven-word name twice, so look at what the name shrinks to. An order of the veiled lamp becomes the Lamp, a captain's lances become the Lances. If the short form is dull or clashes with another group, re-roll.

A named weapon or book is a promise that the thing has a history. One-word compound names sound like something soldiers shouted; names with an owner sound like an heirloom; names with a place or an age sound like a museum piece. Choose the pattern that fits how the item was found.

Use the include-my-word box to tie a faction or relic to your own world. Put a town, a founder or a villain into the pattern and the name stops being generic. Then lock that word and generate again to see every way it can sit in a name.

A taste of each generator