Or; On the Names of the Quernfolk
I have previously written how understanding of the cultures of your setting can be impressed on, and implied to, players via the personal trinkets and pocket loot of NPCs that belong to those cultures. I used my personal setting of The Querns to explore this idea and did some implied world-building by detailing several cultures in this way. In this post, I will be giving names to the owners of those pockets. I will be sharing some lists of names, over 900 in fact, which have been divided by culture and gender, I will also give some more thoughts on creating names and state the obvious: when it comes to building a culture; names are very important.
Recently, I have had names on the brain. In my post morpheme+word+epithet, (which has proved quite popular) I shared the eponymous formula for making an interesting name. This method works well for individuals but what if I need a great many names to build out a specific culture?
In the document below I have given names to six, mostly distinct, cultures. In addition to this list I had a whole spiel written explaining my thought processes and inspiration for each of the culture's naming styles. You're not that interested, so I've cut it all down and summed it up here. (I lied, it grew bigger in the writing)
- Firstly, and most certainly, the use of a distinct set of phonetic sounds within a cultural naming style is beneficial to create cohesive list of names. The Skith like the morphemes 'ooq' and '-anaa for example and like Ganthic Wennish have a favoured initial.
- That said, using real words in names by way of creating some commonly occurring suffixes or prefixes is a useful (and I believe superior) name-writing technique. These are actual words, not random phonemes. Creating compound names in this way imparts a feeling of cultural cohesion among names and makes them memorable, flavourful and a little easier to pronounce at the same time. Many historic and modern names have the origins in this.
- Use words from the language you use to game with in the names you write, this provides tone and character that a made up set of sounds with no definitional baggage can struggle to do. The Wennish and Ald names are my examples for this.
- Indeed, Conlanging can only get you so far in rpgs. Yeah, it is better to go for sound rather than meaning, graceful sounding words for a graceful people etc. Players who can't speak your conlang may not realize the villain is called 'Devil-lord-evil' so they won't feel the same impact as if he were actually called 'Deville Lourdeval'. Tolkien understood; it's Samwise Gamgee, not Banazîr Galpsi 😉.
- Using simple words on their own works too but won't work for every culture. If a character is called 'Bed' his name will continue to colour his character even as it is repeated to the point of becoming a legitimate name rather than something to sleep on.
- It's absolutely fine to copy and paste from historical sources, I did for the Ald much like Tolkien did for the people of Rohan but neither of us have characters called Athelstan or Ethelred. Go for obscurer names and make up others that sound right - no Remus in your list of not-Roman names.
- You want names to sit in the sweet spot of relatable but fantastic. The Wennish names are meant to have a 'English' feel but with a twinge of oddity.
- Don't ever take from a single culture, mix it up.
- When taking inspiration from the real world, try to make up as many names as you take. Get a feeling for the sounds and styles you like and start writing your own. I did this for the Ald and Skith. The latter have origins in Siberian Turkic languages, Tibetan, Old Uyghur and the the names of ancient steppe people such as the Scythians.
- Likewise, you might want to rewrite historic names to an easier or more consistent phonic spelling or to better fit the overall cultural sound you are going for.
- If trying to ape a cultural sound, it is also perfectly acceptable to use vocabulary from other languages. If doing so, follow the same advice as if you were using historical names.
- Be careful with pronunciation, read the names out as you write them, several times and in different ways that one could logically read them. They might be too difficult to say during play or sound sillier than they may look written down.
- Be very, very, very, very careful with apostrophes.
- You are allowed to ignore or break all of the above rules, I did with the Skith names. For example he 'Xj' phoneme is common and popular among the Skith, It is pronounced as the IPA symbol ʐ - the 'voiced retroflex fricative' - an uncommon sound. Their names are complicated or unusual and use apostrophes. I did this all on purpose for a particular purpose.
- Be flavourful. Names encompass so many aspects of a culture that I can't list them all here. Think about what a name might mean if you are conlanging them, using real words or not. I did this for the all the names on each list. I hope you may feel a sense of repression and resistance in the Ald names.
- Go weirder; The longer Gnathic names have an onomatopoeic quality.
- Don't worry if you haven't gone weird enough and don't let anyone tell you otherwise.
- Don't use ChatGPT, they're not very good and it's better to use your creativity, it's a muscle.
What do you do? What are your thoughts on creating names for RPG characters? Please comment, I really enjoy this stuff. But now, on with the names;
Here are the names, presented without any expository information, with the names themselves and the contents of their pockets, the reader should have a good feeling for these cultures already. Settings are better when implied and I wouldn't want to spoil anything.
This post was written for Words! Linguistics, Etymology and Onomatology for July's RPG Blog Carnival.