Places and worldbuilding generators — nine scales of setting
A campaign needs places at multiple scales: a tavern for the opening scene, a town for the first arc, a kingdom for the political backdrop, a world for the cosmology. Generic "fantasy place" generators stop at a name; each generator here provides the history, the atmosphere, and the current situation that lets a GM drop the place into a session.
What you'll find at each scale
Single establishment — /tavern-name-generator drills into the tavern level (sign-board, signature drink, room-rates, named regulars), with ten tavern types from coaching inn to Wuxia teahouse.
Settlements — /fantasy-town-name-generator (hamlets to fortified holds), /town-name-generator (real-feeling town names across ten linguistic traditions), /city-name-generator (capitals to dockside megacities).
Polities — /kingdom-name-generator (feudal monarchies, mercantile republics, theocracies, steppe khanates, magocracies), /country-name-generator (sovereign nations with endonym + exonym + etymology), /realm-name-generator (feywild courts, planar regions, dreaming-lands, draconic dominions).
Cosmology — /planet-name-generator (sci-fi planets across ten SF naming traditions), /world-name-generator (whole campaign settings with tonal commitment and cosmology).
How the scales nest
A campaign typically nests: world → realm or kingdom → city → town → tavern. Use the generators top-down to build a complete setting in one session, or bottom-up to grow a setting from a single memorable tavern.
For settlements with cultural-specific naming, pair places generators with /cultural-names to ground the town's onomastics in a real linguistic tradition.